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Found 133 Skills
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
Write Godot 4.x shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
智能编排和协调多个MCP工具完成复杂开发任务,支持串行、并行、条件、循环等多种执行模式
Expert blueprint for GDSkills skill discovery and indexing system. Enables AI agents to find relevant skills by topic/keyword. Use when building skill libraries OR implementing search functionality. Keywords skill discovery, indexing, search, metadata, skill registry.
Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.
Expert blueprint for FPS/TPS shooter games (Call of Duty, Counter-Strike, Apex Legends, Fortnite) covering weapon systems, recoil patterns, hitscan vs projectile, aim assist, multiplayer prediction, and gunplay feel. Use when building competitive shooters, battle royales, or tactical FPS games requiring responsive combat. Keywords hitscan, recoil pattern, aim assist, client prediction, weapon archetype, projectile physics, hit registration.
Use when implementing cheat codes, hidden interactions, or unlockable content based on player input/behavior.
Master game engines - Unity, Unreal Engine, Godot. Engine-specific workflows, systems architecture, and production best practices.
Expert real-time VFX artist specializing in particle systems, shader effects, and the invisible craft that makes games feel satisfying. Masters Niagara, VFX Graph, Godot GPU particles, and understands the AAA principles that make effects read clearly at 60fps. Use when "particle system, visual effects, vfx, particles, niagara, vfx graph, flipbook, sprite sheet, explosion effect, magic effect, trail effect, beam effect, dissolve, distortion, force field, hit effect, muzzle flash, impact effect, smoke particles, fire effect, soft particles, game juice, screen shake, particle overdraw, effect optimization, vfx, particles, effects, niagara, vfx-graph, game-juice, visual-effects, shaders, flipbook, trails, beams, explosions, optimization, gpu-particles" mentioned.