Help us improve
Share bugs, ideas, or general feedback.
From agent-guardrails
Enforces guardrails for 3D game development: polygon budgets, shader constraints, quaternion rotations, and Godot/Unity conventions.
npx claudepluginhub thearchitectit/agent-guardrails-templateHow this skill is triggered — by the user, by Claude, or both
Slash command
/agent-guardrails:3d-game-devThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use when generating, modifying, or reviewing code/assets for a 3D game project.
Optimizes Godot 4.3+ games in GDScript and C# using profiler analysis, draw call reduction, physics tuning, memory management, object pooling, and bottleneck references.
Outlines 3D game development principles covering rendering pipelines, shaders, physics, cameras, lighting, LOD, and optimizations. Useful for building 3D game systems.
Builds game systems and optimizes performance for Unity and Unreal Engine. Implements ECS architecture, physics, multiplayer networking, shaders, and game design patterns.
Share bugs, ideas, or general feedback.
Use when generating, modifying, or reviewing code/assets for a 3D game project.
Polygon/Vertex Budgets:
Topology Rules:
UV Mapping:
Texture Sampling:
Branching:
Loop Bounds:
Precision:
half/mediump for colorfloat/highp for positionCoordinate Systems:
Rotation:
assert(abs(q.length() - 1.0) < 0.0001)Matrix Pipeline:
MVP = P * V * M (column-major)Precision:
Node Communication:
get_node("../../Player") — use exported NodePaths or SignalsThreading:
GDScript:
var velocity: Vector3 not var velocity@onready for node references@export for configurable parametersmeters, seconds, radiansECS over Inheritance:
Semantic Telemetry:
{ "event": "Collision_Failure", "entity": "Player_1", "expected_surface": "Floor_Mesh", "actual_contact": "Void" }Headless Mode:
--headless for CI testingscripts/validate_3d_assets.py on generated meshesscripts/validate_shaders.py on shader codescripts/validate_math.py on transform/rotation codeWhen running in pi, 3D game dev guardrails are supported by the @architectit/pi-guardrails extension:
guardrail_mcp with action validate_game_build for mesh/shader/pipeline validationSee [[sandbox-isolation]] and [[guardrails-core]] for details.
Apply these 3D Game Development Guardrails to the user's request. When generating, modifying, or reviewing 3D game code or assets, enforce the mandatory guardrails above and provide safety-aware guidance.
docs/game-design/3D_GAME_DEVELOPMENT.md — Full guardrailsdocs/game-design/3D_MATHEMATICAL_FOUNDATIONS.md — Math referencedocs/game-design/3D_MODULE_ARCHITECTURE.md — Architecture blueprintdocs/game-design/AI_DEBUGGABLE_3D_ARCHITECTURE.md — AI debugging patterns