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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

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references3d-lighting-gi-and-bake-recipes.md

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Gi And Bake Recipes

Global Illumination: VoxelGI vs SDFGI

Decision Matrix

Feature VoxelGI SDFGI
Setup Manual bounds per room Automatic, scene-wide
Dynamic objects Fully supported Partially supported
Performance Moderate Higher cost
Use case Indoor, small-medium scenes Large outdoor scenes
Godot version 4.0+ 4.0+

VoxelGI Setup

# room_gi.gd - Place one VoxelGI per room/area
extends VoxelGI

func _ready() -> void:
    # Tightly fit the room
    size = Vector3(20, 10, 20)
    
    # Quality settings
    subdiv = VoxelGI.SUBDIV_128  # Higher = better quality, slower
    
    # Bake GI data
    bake()

SDFGI Setup

# world_environment.gd
extends WorldEnvironment

func _ready() -> void:
    var env := environment
    
    # Enable SDFGI
    env.sdfgi_enabled = true
    env.sdfgi_use_occlusion = true
    env.sdfgi_read_sky_light = true
    
    # Cascades (auto-scale based on camera)
    env.sdfgi_min_cell_size = 0.2  # Detail level
    env.sdfgi_max_distance = 200.0

LightmapGI (Baked Static Lighting)

When to Use

  • Static architecture (buildings, dungeons)
  • Mobile/low-end targets
  • No dynamic geometry

Setup

# Scene structure:
# - LightmapGI node
# - StaticBody3D meshes with GeometryInstance3D.gi_mode = STATIC

# lightmap_baker.gd
extends LightmapGI

func _ready() -> void:
    # Quality settings
    quality = LightmapGI.BAKE_QUALITY_HIGH
    bounces = 3  # Indirect light bounces
    
    # Bake (editor only, not runtime)
    # Click "Bake Lightmaps" button in editor

ReflectionProbe

For localized reflections (mirrors, shiny floors):

# reflection_probe.gd
extends ReflectionProbe

func _ready() -> void:
    # Capture area
    size = Vector3(10, 5, 10)
    
    # Quality
    resolution = ReflectionProbe.RESOLUTION_512
    
    # Update mode
    update_mode = ReflectionProbe.UPDATE_ONCE  # Bake once
    # or UPDATE_ALWAYS for dynamic reflections (expensive)

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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