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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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referencesinput-handling-expert-input-extensions.md

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Expert Input Extensions

1. Input-Buffering (Action Queuing)

Decouple input presses from physics execution to make controls feel "tight." Store the input in a timed buffer and consume it when a valid state (e.g., landing) is reached [1, 2].

var jump_buffer_timer: float = 0.0

func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("jump"):
        jump_buffer_timer = 0.15 # 150ms window

func _physics_process(delta: float) -> void:
    if jump_buffer_timer > 0.0:
        jump_buffer_timer -= delta
        if is_on_floor():
            jump()
            jump_buffer_timer = 0.0

2. Coyote-Time (Jump Leniency)

Allow a jump for a few frames after the character leaves a ledge by tracking the time since last grounded [4].

var coyote_timer: float = 0.0

func _physics_process(delta: float) -> void:
    if is_on_floor():
        coyote_timer = 0.1 # 100ms grace period
    else:
        coyote_timer -= delta
    
    if Input.is_action_just_pressed("jump") and coyote_timer > 0.0:
        jump()
        coyote_timer = 0.0

3. Multiplayer-Input-Synchronization

Route local device input to the authoritative server using RPCs and multiplayer.get_remote_sender_id() for validation [7, 8].

@rpc("any_peer", "call_local", "unreliable")
func sync_input(dir: Vector2) -> void:
    var sender = multiplayer.get_remote_sender_id()
    # Apply dir to the player body associated with sender...

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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