All skills
thedivergentai avatar

/godot-master

@4c4d0ff

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

This session only. Nothing lands on disk.

referencesadapt-mobile-to-desktop-desktop-port-deep.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Desktop Port Deep Recipes (load on demand)

MANDATORY when SKILL.md port procedure / input decision tree is not enough. Prefer scripts/*.gd.

When to open this file

  • Input remap conflicts after desktop_input_adapter.gd vs mouse_capture_look.gd vs hover_bridge.gd
  • Window mode / multi-monitor ordering after dynamic_window_manager.gd + multi_monitor_handling.gd
  • Settings persistence after resolution_dropdown.gd + uncapped_framerate.gd + ConfigFile
  • Quit/save races after quit_confirmation.gd
  • Graphics quality ladder / MSAA / shadow atlas beyond script one-liners

Control scheme expansion

WHY bridge, not rewrite: desktop_input_adapter.gd maps touch actions → WASD/mouse without forking gameplay movers. FPS/orbit look needs captured relative motion — when adapter emits mouse_look_bridge_requested, enable mouse_capture_look.gd.

Mobile Desktop equivalent
Virtual joystick Input.get_vector on WASD actions
Touch aim Mouse position / captured look
Pinch zoom scroll_wheel_zoom.gd
On-screen buttons Keyboard shortcuts + hover tooltips (hover_bridge.gd)

Keyboard shortcuts (F11 fullscreen, F5 quick-save, I/Tab inventory) belong in InputMap — persist remaps via keybinding_remapper.gd.

Graphics enhancement

WHY not mobile base resolution: Desktop expects 1080p–4K, higher draw distance, and user-controlled quality.

On PC ready:

  1. Query DisplayServer.screen_get_size() for default window size
  2. Enable MSAA (Viewport.MSAA_2X / MSAA_4X), FXAA, larger shadow atlas via RenderingServer.directional_shadow_atlas_set_size
  3. Unlock FPS — uncapped_framerate.gd — match refresh or Engine.max_fps = 0 with VSync toggle

Settings menu pattern: OptionButton resolutions + quality preset + VSync/fullscreen checkboxes → ConfigFile at user://settings.cfg. Load on boot before main scene if using a lightweight launcher.

UI layout expansion

Mobile Desktop
Large touch targets (44pt+) desktop_ui_scaler.gd — shrink 30–50%
Virtual joystick visible Hide; WASD only
Minimap hidden (clutter) Show top-right ~200×200
Compact HUD Hotbar center-bottom, chat bottom-left

Branch with OS.has_feature("mobile") or export feature tags — do not ship thumb-sized buttons on PC.

Window management

dynamic_window_manager.gd — windowed / exclusive fullscreen / borderless.

Borderless recipe: set window size to screen size, position (0,0), WINDOW_FLAG_BORDERLESS — distinct from exclusive fullscreen on multi-monitor setups.

multi_monitor_handling.gd — launch on screen under cursor; center with screen_get_position + screen_get_size.

Platform services (Steam / Discord)

Follow the GDExtension decision tree in SKILL.md — do not paste fake Steam.* stubs into gameplay.

  • Init behind OS.has_feature("steam") or editor-safe stubs
  • Rich presence: thin Autoload on scene change — never block _ready on network
  • No store milestone → omit code paths entirely

Performance unlocks

Mobile default Desktop port
Engine.max_fps = 60 Uncapped or match screen_get_refresh_rate()
Low camera far 300–500+; increase directional shadow distance
Fixed quality Quality ladder persisted in ConfigFile

Optional: 5s FPS benchmark → write user://override.cfg disabling SSAO/SDFGI half-res when avg FPS < 30.

Standalone launcher (optional)

Lightweight first scene saves user://settings.cfg, then OS.create_process(executable, ["--main-pack", "game_data.pck"]) and quits — keeps main pack clean for heavy titles.

Do NOT Load

  • Touch-only joystick tutorials — mobile leftovers
  • Full OS desktop APIs — route to godot-platform-desktop after input/UI/window gates pass

Source: SKILL.md on GitHub

1 alert16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    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.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: MEDIUM · 1 issue

  • Runlayer6mo

    35/277 files flagged

Signed by skilld at 4c4d0ff. 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 3 weeks ago

README badge

README badge for thedivergentai/gd-agentic-skills/godot-master