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/godot-auditor

@57c9225

Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

This session only. Nothing lands on disk.

referencescategoriesadapt-2d-to-3d.md

≈546 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Adapt 2D To 3D NEVER List

  • NEVER directly replace Vector2 with Vector3(x, y, 0) — This creates a "flat 3D" game with no depth gameplay. Add Z-axis movement or camera rotation to justify 3D.
  • NEVER keep 2D collision layers — 2D and 3D physics use separate layer systems. You must reconfigure collision_layer/collision_mask for 3D nodes.
  • NEVER forget to add lighting — 3D without lights is pitch black (unless using unlit materials). Add at least one DirectionalLight3D.
  • NEVER use Camera2D follow logic in 3D — Camera3D needs spring arm or look-at logic. Direct position copying causes clipping and disorientation.
  • NEVER assume same performance — 3D is 5-10x more demanding. Budget for lower draw calls, smaller viewport resolution on mobile.
  • NEVER use the rotation property for complex 3D logic — 3D rotation uses Euler angles. Interpolating Euler angles causes unpredictable paths and Gimbal Lock. Always use Quaternion for 3D rotation interpolation or the Basis matrix for directional vectors.
  • NEVER ignore metric scaling — 3D physics and lighting assume 1 unit = 1 meter. Scaling models inside the engine introduces precision errors. Export assets from DCCs at the correct metric scale.
  • NEVER disable physics interpolation when using custom camera follow scripts — Updating camera position in _process to follow a body moving in _physics_process causes jitter. Use Node3D.get_global_transform_interpolated() for smooth transforms.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-adapt-2d-to-3d/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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