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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.

referencescategoriescharacterbody-2d.md

≈626 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Characterbody 2D NEVER List

  • NEVER use RigidBody2D for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use CharacterBody2D.
  • NEVER multiply velocity by delta before move_and_slide() — move_and_slide() handles delta internally. Manual multiplication makes movement framerate-dependent [12].
  • NEVER use global_position updates for movement — Use velocity and move_and_slide(). Direct position updates bypass collision detection and floor snapping.
  • NEVER ignore the return value of move_and_slide() — While optional, checking is_on_floor() or get_last_motion() immediately after is critical for state logic.
  • NEVER rely on default floor_snap_length for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic for smooth transitions.
  • NEVER apply gravity while is_on_floor() is true — Constant downward force on the floor can cause "micro-jitter" or prevent floor-snap from working correctly. Reset velocity.y to 0 or a small constant.
  • NEVER use Area2D for ground detection — Real collisions (rays/shapecasts) are more precise. is_on_floor() is highly optimized; only augment it if necessary.
  • NEVER forget Ceiling Bonk detection — If you don't reset velocity.y to 0 when is_on_ceiling(), the player will "float" against the ceiling until gravity pulls them down.
  • NEVER use high-precision physics for pixel art visuals — Keep physics math high-precision, but round your Sprite nodal positions in _process to avoid visual sub-pixel jitter.
  • NEVER use queue_free() on characters every frame — Use object pooling for bullets or enemies to avoid SceneTree performance spikes.
<!-- 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-characterbody-2d/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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