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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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referencescharacterbody-2d-movement-recipes.md

≈816 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Movement Recipes & Collision (load on demand)

MANDATORY when implementing top-down/tank controllers, slide-collision response, moving platforms, or debug-tuning jump arcs. Platformer foundation → expert_physics_2d.gd first — do not duplicate coyote/buffer inline.

Platformer golden path

  1. expert_physics_2d.gd — coyote, buffer, accel/friction
  2. Add variable_jump_height.gd, wall/dash scripts only after base feels right

WHY no velocity * delta before move_and_slide(): CharacterBody integrates delta internally — manual multiply causes framerate-dependent speed.

Top-down 8-way

var input_vector := Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_vector != Vector2.ZERO:
    velocity = velocity.move_toward(input_vector * SPEED, ACCELERATION * delta)
else:
    velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
move_and_slide()

Normalize diagonals via Input.get_vector — do not add raw axis floats.

Tank controls

Rotate with Input.get_axis("rotate_left", "rotate_right"); drive along transform.x * move_direction * SPEED.

Collision after slide

move_and_slide()
for i in get_slide_collision_count():
    var collision := get_slide_collision(i)
    # wall jump normals, bounce groups, platform velocity

Moving platforms: after move_and_slide(), if is_on_floor(), add get_platform_velocity() to velocity — prevents stutter on elevators.

One-way platforms — NEVER position.y += 1

Correct recipe (also in SKILL.md): one-way on platform collider, layer/mask drop-through while holding down+jump, restore on next physics frames. position nudges bypass move_and_slide floor rules.

Floor tuning exports

floor_max_angle = deg_to_rad(45)
floor_snap_length = 8.0  # raise for fast characters + custom stair rays
motion_mode = MOTION_MODE_GROUNDED

Default snap is too small for high-velocity stair climbing — use slope_stair_snapping.gd.

State machine vs monolith

Dash/air states → dash_state_controller.gd + godot-state-machine-advanced. Avoid giant _physics_process match blocks.

Game-feel debug

game_feel_profiler.gd — _draw() polyline of recent positions + velocity vector while tuning exports.

Root motion

root_motion_controller.gd — animation_tree.get_root_motion_position() → 2D velocity.

Common gotchas

Issue Fix
Slope slide Raise FRICTION on ground
Double jump exploit can_jump reset only on is_on_floor()
Ceiling float Reset velocity.y on is_on_ceiling() — ceiling_bonk_detection.gd
Pixel jitter Round sprite in _process — subpixel_movement_rounding.gd

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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