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Claude Skills by jame581
github.com/jame58166 skills4 installs107 views
- Bad FrontmatterThis file is missing YAML frontmatter and should be flagged as an error.Votes: 0GitHub stars: 792
- 2d EssentialsUse 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+Votes: 0GitHub stars: 792
- Ai NavigationUse when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patternsVotes: 0GitHub stars: 792
- Csharp GodotUse when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interopVotes: 0GitHub stars: 792
- Dependency InjectionUse when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patternsVotes: 0GitHub stars: 792
- Event BusUse when implementing decoupled communication between nodes — global EventBus autoload with typed signalsVotes: 0GitHub stars: 792
- Export PipelineUse when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub ActionsVotes: 0GitHub stars: 792
- Gdscript PatternsUse when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idiomsVotes: 0GitHub stars: 792
- Godot Project SetupUse when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignoreVotes: 0GitHub stars: 792
- Mobile DevelopmentUse when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performanceVotes: 0GitHub stars: 792
- Physics SystemUse when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+Votes: 0GitHub stars: 792
- Godot MentorUse when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".Votes: 0GitHub stars: 792
- Phantom CameraUse when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitionsVotes: 0GitHub stars: 792
- Bad Cross RefFixture skill with a broken cross-referenceVotes: 0GitHub stars: 786
- Missing ChecklistFixture skill missing the implementation checklistVotes: 0GitHub stars: 786
- 3d EssentialsUse when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+Votes: 0GitHub stars: 786
- Addon DevelopmentUse when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panelsVotes: 0GitHub stars: 786
- Animation SystemUse when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animationVotes: 0GitHub stars: 786
- Assets PipelineUse when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configurationVotes: 0GitHub stars: 786
- Audio SystemUse when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixingVotes: 0GitHub stars: 786
- Camera SystemUse when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3DVotes: 0GitHub stars: 786
- Component SystemUse when building reusable node components — composition patterns, component communication, and interface designVotes: 0GitHub stars: 786
- Csharp SignalsUse when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architectureVotes: 0GitHub stars: 786
- Dedicated ServerUse when building dedicated servers — headless export, server architecture, lobby management, and deploymentVotes: 0GitHub stars: 786
- Dialogue SystemUse when implementing dialogue — data structures for branching dialogue, conditions, and UI presentationVotes: 0GitHub stars: 786
- GdextensionUse when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interopVotes: 0GitHub stars: 786
- Gdscript AdvancedUse when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfallsVotes: 0GitHub stars: 786
- Godot BrainstormingUse when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisionsVotes: 0GitHub stars: 786
- Godot Code ReviewUse when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfallsVotes: 0GitHub stars: 786
- Godot DebuggingUse when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixesVotes: 0GitHub stars: 786
- Godot OptimizationUse when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecksVotes: 0GitHub stars: 786
- Godot TestingUse when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#Votes: 0GitHub stars: 786
- Godot UiUse when building user interfaces — Control nodes, themes, anchors, containers, and layout patternsVotes: 0GitHub stars: 786
- Hud SystemUse when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbersVotes: 0GitHub stars: 786
- Input HandlingUse when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architectureVotes: 0GitHub stars: 786
- Inventory SystemUse when building inventory systems — Resource-based items, slot management, stacking, and UI bindingVotes: 0GitHub stars: 786
- LocalizationUse when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+Votes: 0GitHub stars: 786
- Math EssentialsUse when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipesVotes: 0GitHub stars: 786
- Multiplayer BasicsUse when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority modelVotes: 0GitHub stars: 786
- Multiplayer SyncUse when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensationVotes: 0GitHub stars: 786
- MultithreadingUse when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loadingVotes: 0GitHub stars: 786
- Particles VfxUse when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipesVotes: 0GitHub stars: 786
- Player ControllerUse when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipesVotes: 0GitHub stars: 786
- Procedural GenerationUse when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+Votes: 0GitHub stars: 786
- Resource PatternUse when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integrationVotes: 0GitHub stars: 786
- Responsive UiUse when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptationVotes: 0GitHub stars: 786
- Save LoadUse when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architectureVotes: 0GitHub stars: 786
- Scene OrganizationUse when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patternsVotes: 0GitHub stars: 786
- Shader BasicsUse when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effectsVotes: 0GitHub stars: 786
- State MachineUse when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offsVotes: 0GitHub stars: 786