$npx -y skills add haxqer/godot-skill --skill godotGodot project development, inspection, structured resource and project-setting editing, tileset and tilemap authoring, spritesheet and keyframe animation, audio bus routing, import auditing, debugging, unit-test running, deterministic input and screenshot scenarios, runtime and p
| 1 | # Godot |
| 2 | |
| 3 | Use this skill to inspect and modify Godot projects with the bundled workflows, scripts, and any available host-native Godot automation tooling, including gameplay presentation work such as art generation, frame animation integration, and project-native integration of provided or separately generated music and story content. |
| 4 | |
| 5 | ## Start |
| 6 | |
| 7 | - Verify which Godot automation path is available before planning edits. Prefer any native or mapped Godot tools in the host agent. Use the bundled headless dispatcher only for the supported file and scene operations listed below. |
| 8 | - Resolve `project_path` to an absolute project directory when a host tool requires it. |
| 9 | - Normalize scene and resource paths to `res://...` when working directly with the bundled Godot scripts in this skill. |
| 10 | - Inspect unfamiliar projects with any available project-discovery tools, or fall back to reading `project.godot`, scene files, and scripts directly. |
| 11 | - When the task involves art, music, or story, inspect the existing visual style, palette, audio direction, and narrative format before creating new content. |
| 12 | - If the user does not specify a style, preserve any clearly established project direction first. If there is no established direction to follow, default new visual work to a pixel-art style and keep related presentation choices consistent with it. |
| 13 | - Read `references/asset_pipeline.md` only when the task involves generated art, cutouts, or frame animation assets. |
| 14 | - Read `references/architecture_qframework_lite.md` only when the task involves Godot architecture design, modular refactoring, feature boundaries, controller or system or model responsibilities, command and query separation, or QFramework-style structure. |
| 15 | - Read `references/architecture_templates.md` only when you need a ready folder layout or starter skeletons for Godot `GDScript` or `C#` architecture work. |
| 16 | - Read `export_presets.cfg` before planning export work. Reuse the preset names, bundle identifiers, signing settings, and feature tags that already exist instead of inventing replacements. |
| 17 | - Require a local `godot` CLI with shell access before using the bundled dispatcher fallback, runtime runner, or CLI export wrapper. The bundled APIs are designed against the current stable Godot docs and verified on Godot `4.7` (compatible with Godot 4.x). |
| 18 | - Read `references/export_targets.md` only when the task involves packaging, signing, or shipping builds for Android, iOS, Web, Windows, or macOS. |
| 19 | - Read `references/debugging.md` when the task involves running the project, reading the Godot debugger's errors, and fixing them. |
| 20 | - Read `references/automation_api.md` when using inspection, `resource_batch`, `project_batch`, tileset/tilemap/animation/audio-bus authoring, unit-test running, import audit, scenario, environment probe, validation, or export preflight APIs. |
| 21 | - Read `references/vfx_2d.md` when the task involves 2D lighting, particles, parallax, trails, paths, or tile-based levels — it also lists the 4.3+ node deprecations (`TileMap` → `TileMapLayer`, `ParallaxBackground` → `Parallax2D`). |
| 22 | - Read `references/tween.md` when adding code-driven juice (punches, fades, shakes); Tweens are runtime-only and ship inside scripts via `attach_script`. |
| 23 | - Read `references/localization.md` when translating game text or wiring translation files (note: POT template generation is editor-only in Godot 4.x). |
| 24 | - Read `references/ci.md` when setting up automated test or export pipelines. |
| 25 | - Install this skill in a folder named `godot` so the folder name matches `name: godot` in hosts that validate skill naming. |
| 26 | |
| 27 | ## Godot 4.7 Notes |
| 28 | |
| 29 | - Verified on `godot 4.7.stable`. The scene and control operations set node properties and instantiate node classes through `ClassDB`, so Godot 4.7 additions work with the existing operations without special-casing: new node types such as `AreaLight3D`, `VirtualJoystick`, and `DrawableTexture2D` can be added with `add_node`/`scene_batch`, and new properties such as |