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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.
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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
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