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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

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referencescategoriesraycasting-queries.md

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Aurelius Protocol: Raycasting Queries NEVER List

  • NEVER access direct_space_state outside of _physics_process() — The physics space can be locked or running on a separate thread; querying it in _process() is unsafe [1, 2].
  • NEVER use ShapeCast when a thin RayCast is sufficient — Volume queries are significantly more expensive. Default to rays unless you need volumetric detection [3, 4].
  • NEVER assume results return CollisionObject nodes — CSG shapes, GridMap, and TileMapLayer return themselves, not a generic physics body [5, 6].
  • NEVER assume RayCast nodes update instantly — They update once per physics frame. If you move a node and query it immediately, you MUST call force_raycast_update() [3, 9].
  • NEVER use complex visual meshes for physics queries — GPU-only data requires expensive thread locking to parse. Use simplified primitive collision shapes [10, 11].
  • NEVER iterate results to find the first valid hit — Use collision_mask and collision_layer to filter queries at the server level for maximum performance.
  • NEVER forget to exclude the caster — A ray starting from the center of a character will hit the character itself. Use query.exclude = [self.get_rid()] [20].
  • NEVER use rays for small, fast detection areas — Rays can "tunnel" through thin walls if the frame rate drops. Use cast_motion or high-frequency stepping for bullets.
  • NEVER query 1000+ rays individually in GDScript — Batch your queries or use the PhysicsServer directly in C++ if you reach extreme query counts.
  • NEVER ignore the result.rid — RIDs are the fastest way to identify and exclude objects in subsequent queries, bypassing node-path lookups [20].
<!-- 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-raycasting-queries/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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