From godot
Design Godot features before touching code — use before implementing any new scene, system, or GDScript class.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot:brainstormingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use before implementing any new feature. Produce a written spec before writing code.
Use before implementing any new feature. Produce a written spec before writing code.
Do NOT write any GDScript, C++, or modify any .tscn until the spec is written and approved.
You MUST create a task for each of these items and complete them in order:
docs/specs/YYYY-MM-DD-<feature>.md and commitgodot:writing-plansAsk these based on what the feature touches — skip ones that don't apply:
Scope & placement
Implementation layer
godot:graphics / godot:shader)godot:physics)godot:audio)godot:animation)godot:ui)godot:vfx)godot:ai)godot:networking)Signals & architecture
godot:signals)godot:architect)Validation
--execute / --log / --play)?When the feature clearly belongs to a domain, consult the relevant skill during brainstorming to inform the design — not just at implementation time:
| Feature involves… | Consult during brainstorming |
|---|---|
| Shaders, CompositorEffect, RenderingDevice | godot:shader, godot:graphics |
| Collision, joints, raycasts, physics bodies | godot:physics |
| AnimationPlayer, AnimationTree, IK | godot:animation |
| Signals, event buses, node communication | godot:signals |
| Autoloads, resource architecture, plugin layout | godot:architect |
| UI, Control nodes, themes | godot:ui |
| Particles, trails, screen VFX | godot:vfx |
| Audio buses, spatial audio, one-shots | godot:audio |
| NPC AI, navigation, behavior trees | godot:ai |
| Multiplayer, RPC, scene replication | godot:networking |
| Terrain, GridMap, occlusion, navigation mesh | godot:environment |
| Player controller, input, save/load | godot:gameplay |
| GDExtension, C++ class, plugin structure | godot:architect |
Always propose 2–3 options with:
godot-exec.sh commands confirm it works)Save to docs/specs/YYYY-MM-DD-<feature>.md:
# <Feature> Design
**Goal:** <one sentence>
**Scenes:** <list of .tscn files involved>
**New scripts:** <list of .gd/.cpp files to create>
**Signals:** <signals to add or connect>
**Skills needed:** <godot:* skills the plan will use>
**AgentBridge validation:** <which godot-exec.sh commands verify it works>
After writing the spec, check with fresh eyes:
godot:* skill in the plan?Fix inline — no need to re-review.
After self-review, ask the user with a clear call to action:
"Spec written and committed to
<path>. Please review it and let me know if you want any changes.Reply 'looks good' to start writing the implementation plan, or tell me what to change."
Wait for the user's response. If they request changes, update the spec and re-run self-review. Only proceed once the user approves.
Invoke godot:writing-plans to produce the implementation plan.
npx claudepluginhub alexcmd/godot-toolkitGuides design of Godot 4.3+ features/systems: clarifies requirements, proposes 2-3 architectures with trade-offs, plans scene trees/signals/data flow, prepares implementation.
Provides Godot 4 GDScript patterns for signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Master Godot 4 GDScript patterns for signals, scenes, state machines, and optimization. Use when building Godot games or implementing game systems.