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/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.

referencesgenre-educational.md

≈3.2k tokens on demand. Your agent reads this file only when SKILL.md points to it.

NEVER Do (Expert Anti-Patterns)

Pedagogy & Flow

  • NEVER punish failure with a "Game Over"; strictly use "Try Again" or Contextual Hints to ensure a safe, encouraging learning environment.
  • NEVER separate learning from gameplay ("Chocolate-covered broccoli"); strictly ensure the mechanic IS the learning (e.g., math-based trajectory calc).
  • NEVER use walls of text for instructions; strictly use Show, Don't Tell methods: interactive diagrams, non-verbal tutorials, or 3-second looping GIFs.
  • NEVER skip Spaced Repetition logic; strictly ensure successfully answered questions reappear at increasing intervals to verify long-term retention.
  • NEVER focus on failure; strictly prominently display Mastery %, XP Bars, and Skill Trees to motivate through visible progress.
  • NEVER assume a fixed difficulty; strictly implement Dynamic Scaffolding that adjusts challenge based on the student's mastery level to keep them in the "Zone of Proximal Development".
  • NEVER hardcode student stats in UI components; strictly use Resource scripts (StudentProfile) to decouple student data from the presentation layer for persistence and scalability.
  • NEVER build custom debug dashboards for performance tracking during development; strictly use Performance.add_custom_monitor() to inject live student metrics into the Godot Editor Debugger.

Technical & Accessibility

  • NEVER hardcode text into UI; strictly use Translation Keys (PO files) for internationalization and classroom localized support.
  • NEVER force TTS without user consent; strictly provide an in-game toggle and respect OS-level screen reader settings.
  • NEVER use absolute pixel positioning; strictly use the Anchoring & Container system for responsive scaling across tablets and classroom laptops.
  • NEVER perform heavy data grading on the main thread; strictly use WorkerThreadPool to prevent UI freezes during automated assessments.
  • NEVER forget to handle IME updates; strictly monitor NOTIFICATION_OS_IME_UPDATE for complex character input support (e.g., East Asian).
  • NEVER ignore mouse_filter on overlays; strictly set to PASS to prevent invisible containers from silently consuming clicks.
  • NEVER update static strings in _process(); strictly update labels ONLY on state change events to save mobile/tablet battery.
  • NEVER embed sensitive database credentials in exports; strictly use Environment Variables or proxy APIs for student data security.

Available Scripts

MANDATORY: Read the script matching the scenario before implementing. Do not paste quiz/profile tutorials inline.

Pedagogy / Adaptivity

Accessibility / Classroom UI

Assessment UX


Core Loop

  1. Learn → 2. Apply → 3. Feedback → 4. Adapt → 5. Master

Skill Chain

Phase Skills Purpose
1. UI godot-ui-rich-text, godot-ui-theming Readable text, drag-and-drop answers
2. Data godot-save-load-systems Student profiles, progress tracking
3. Logic godot-state-machine-advanced Quiz flow (Question → Answer → Result)
4. Juice godot-particles, godot-tweening Making learning feel rewarding
5. Meta godot-scene-management Navigating between lessons and map
6. Balance godot-monte-carlo-balancer Override bands to ~70% flow / mastery

Architecture Decision Tree

Pick the owner script; keep SKILL free of duplicate StudentProfile / quiz_manager paste-ups.

Need Decision MANDATORY script
Track mastery / XP / badges One StudentProfile Resource + ConfigFile I/O student_progress_config.gd
Keep learners in flow (~70%) Windowed success ratio + hint branch adaptive_difficulty_adjuster.gd
Long-term retention Interval queue (success → longer delay; fail → sooner) spaced_repetition_scheduler.gd
Prerequisite lesson map Curriculum Resource graph (id + required_topics) — data only, no UI Peer godot-resource-data-patterns
Grade without hitching Offload scoring threaded_scoring_engine.gd
Classroom a11y TTS + locale + focus + anchors tts_manager / dynamic_localization / focus_navigation_manager / adaptive_ui_anchors
Live debugger metrics Performance.add_custom_monitor("edu/...") — no custom dashboards (inline one-liner OK)

StudentProfile (single shape): @export mastery Dictionary + XP; emit change signals; persist via student_progress_config.gd. Do not redefine the class twice in this skill.

Quiz curtain: state machine owns Question → Answer → Result → Adapt; spaced-repetition + adaptive-difficulty scripts decide what is next — do not inline a full quiz_manager.gd tutorial here.

Juice (Duolingo Effect)

Learning is hard — reward effort: satisfying SFX, particles on correct, Tweened XP bars. Pedagogue first; juice never substitutes for spaced repetition / ZPD scaffolding.

Common Pitfalls

  1. Chocolate-Covered Broccoli — mechanic must be the learning.
  2. Punishing Failure — Try Again / hint, never Game Over for wrong answers.
  3. Wall of Text — show/interact first; use text_reveal_effect / rich-text meta.

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Internationalizing games — tr() / locale workflow for classroom multi-language UI without hardcoding strings.
  • Localization using gettext — PO/CSV pipeline and plural forms used by runtime locale switching.
  • Text-to-speech — DisplayServer TTS voices, speak/stop, and consent-friendly accessibility read-aloud.
  • BBCode in RichTextLabel — Colored keywords, formulas, meta links, and custom RichTextEffect reveals for lessons.
  • Using Containers — Responsive quiz/layout composition for tablets and classroom laptops.
  • Size and anchors — Anchor/offset rules that replace absolute pixel placement across orientations.
  • Keyboard/Controller Navigation and Focus — Focus neighbors and grab_focus patterns for keyboard-only classroom navigation.
  • Resources — StudentProfile / curriculum node Resources decoupled from presentation.
  • Saving games — Persist mastery, XP, and progress without baking credentials into exports.
  • Using multiple threads — WorkerThreadPool grading so heavy assessment never freezes the quiz UI.
  • Pausing games — Tree pause + process_mode so assessments freeze world logic while UI stays interactive.
  • Performance — Custom monitors, low-processor mode, and battery-friendly idle screens for ed apps.

Related Skills

Prerequisites
  • godot-project-foundations — Project locale, display, and input map defaults must exist before classroom UI and TTS toggles.
  • godot-gdscript-mastery — Typed Resources, signals, and await patterns underpin student profiles and quiz flow.
  • godot-ui-containers — Anchors/containers are the non-negotiable layout base for multi-device lesson screens.
Complements
  • godot-ui-rich-text — BBCode, meta clicks, and custom effects for glossaries and formula-heavy prompts.
  • godot-ui-theming — Readable theme scales and contrast for mixed tablet/laptop classrooms.
  • godot-save-load-systems — Durable StudentProfile / mastery persistence beyond ad-hoc ConfigFile snippets.
  • godot-tweening — XP bars, confetti timing, and overlay fades that sell the “Duolingo effect.”
  • godot-signal-architecture — Mastery-up, hint-revealed, and difficulty-changed events without UI↔logic hardwiring.
  • godot-input-handling — Focus actions, drag-and-drop answers, and IME-safe text entry for assessments.
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting educational concern.

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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