
Claude Skills by jame581
github.com/jame581Fixture skill with a broken cross-reference
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Fixture skill missing the implementation checklist
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Use when building reusable node components — composition patterns, component communication, and interface design
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping