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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

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referencesgenre-shooter-tps-gunplay-core.md

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TPS / hybrid gunplay core

Shared combat theory for this skill (TPS, cover, soft-lock). FPS viewmodel/recoil polish → godot-genre-shooter-fps.

WeaponData (never hardcode in nodes)

class_name WeaponData extends Resource

@export var damage: int = 20
@export var fire_rate: float = 0.1
@export var magazine_size: int = 30
@export var range: float = 100.0
@export var is_hitscan: bool = true
@export var projectile_scene: PackedScene

Balance in .tres, not scattered @export on scene logic.

Hitscan vs projectile

Mode When Script
Hitscan Rifles, SMGs — instant feedback shooter_patterns.gd, advanced_weapon_controller.gd
Projectile Rockets, arrows — gravity/bounce projectile.gd

Hitscan must run in _physics_process with PhysicsDirectSpaceState3D.intersect_ray, not _process or Area3D overlap.

var query := PhysicsRayQueryParameters3D.create(origin, origin + dir * range)
query.exclude = [shooter.get_rid()]
query.collision_mask = enemy_mask
var hit := space.intersect_ray(query)

Recoil (three layers)

  1. Camera kick — visual rotation, recover over time
  2. Spread bloom — accuracy loss while firing
  3. Learnable pattern — Array[Vector2] spray resource (weapon_recoil_pattern.gd)

NEVER apply recoil only to weapon mesh — players feel kick via camera + crosshair spread.

TPS-specific

System Script
Over-shoulder camera tps_camera_spring_arm.gd
Cover validity cover_validator_rays.gd
Soft-lock / assist soft_lock_aim_assist.gd

Controller assist: friction near targets + subtle magnetism — tune in soft-lock script; do not snap aim.

Weapon balance heuristics

Archetype Feel
SMG High ROF, low damage, tracking aim
Sniper Low ROF, high damage, precision
Shotgun Multi-pellet spread, <10m effective
AR Medium all stats

Hitscan for bullets; physical sim for explosives.

Feel polish

  • Layered gunfire audio (mechanical + shot + tail) on separate AudioStreamPlayer3D — godot-audio-systems
  • Impact Decal nodes, not flat Sprite3D billboards
  • Crosshair: anchor center, not pixel offsets

Pitfalls

Symptom Fix
Weak impacts Triple audio + shake + decal + damage number
Identical guns Unique spray patterns per archetype
No skill ceiling Learnable patterns, not pure RNG
Controller frustration Soft-lock + friction, not zero assist

Source: SKILL.md on GitHub

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  • 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.

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  • Snyk16d

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Last checked against GitHub 3 weeks ago.

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