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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-shooter-fps-fps-weapon-theory.md

≈780 tokens on demand. Your agent reads this file only when SKILL.md points to it.

FPS Weapon Theory (load on demand)

MANDATORY when implementing hitscan vs projectile tradeoffs, three-layer recoil, aim assist, net prediction, or weapon balance matrices beyond MANDATORY script reads.

Hitscan vs projectile

Mode Use Script
Hitscan Pistols, ARs, snipers — instant feedback hitscan_weapon_query.gd
Projectile Rockets, grenades — gravity arcs server_projectile_instance.gd (visual RID density)

WHY raycast not Area3D for bullets: PhysicsDirectSpaceState3D.intersect_ray avoids per-bullet nodes at 60+ fire rate. Always exclude the shooter RID or shots hit the barrel instantly.

Muzzle forward: -transform.basis.z — not Transform3D.looking_at().

Three-layer recoil

  1. Visual kick — camera pivot (procedural_recoil_handler.gd)
  2. Pattern offset — learnable spray (recoil_system.gd recoil_pattern array)
  3. Spread bloom — accuracy loss while firing; recover on release

NEVER apply recoil only to the gun mesh — players feel kick on the camera + bloom.

Aim assist (controller)

aim_assist.gd — friction slowdown (≈0.3) within assist_angle + subtle screen-space magnetism (≈0.1). Disable or narrow on PC mouse builds.

Weapon balance decision tree

Archetype Fire rate Damage Implementation
SMG High Low Tight vertical pattern
AR Medium Medium Hitscan default
Shotgun Burst Per-pellet 5–8 pellet spread, <10m effective
Sniper Low High Hitscan + tracer visual
Rocket Low AoE Projectile + gravity

Sim asymmetry matrices in godot-monte-carlo-balancer.

Multiplayer client prediction

CLIENT: play VFX/audio/recoil immediately → rpc_id(1, server_validate_shot, transform)
SERVER: authoritative ray → rpc confirm_hit OR rpc_id(sender, client_cancel_cast)

Server wins on mismatch — show "no reg" feedback. Do not sync every bullet; send fire events only.

Polish checklist

  • Audio: mechanical + shot + delayed tail — never one AudioStreamPlayer
  • Impacts: Decal pool + fade — bullet_decal_spawner.gd
  • Camera: FOV punch + short shake on fire
  • Viewmodel: weapon_bobbing_system.gd + Input.get_last_mouse_velocity() sway

Common pitfalls

Symptom Fix
Weak impacts Triple-layer audio + shake + decal + damage number
Guns feel same Unique recoil_pattern per weapon
No skill ceiling Learnable patterns, not pure RNG spread
Controller frustration Aim assist friction + magnetism

TPS/cover/soft-lock not FPS-rig-specific → godot-genre-shooter.

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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