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godot-platform-consoleGodot 平台控制台

Agent Skill

godot-platform-console 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,623

周安装

69

GitHub Stars

137

下载量

569
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-platform-console(Godot 平台控制台)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-platform-console
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-platform-console
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-platform-console

简介

godot-platform-console 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。

  • 适用于 Godot 平台控制台相关项目的开发流程管理,协助跟踪 Issue 与代码合并。
  • 通过 npx skills add 命令从指定仓库安装,需确保宿主平台兼容。
  • 安装前建议核实仓库是否仍在维护,并检查其权限与安全策略。
  • 该技能可能触发网络或文件操作,请在受控环境中先行测试后再使用。

SKILL.md

Platform: Console

Controller-first design, certification compliance, and locked frame rates define console development.

NEVER Do

  • NEVER show a mouse cursor — Showing a cursor on a console is a certification (TRC/TCR) failure. Hide it using Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN).
  • NEVER skip pausing on focus loss — If a player presses the Home button and the game keeps running, it's a certification violation. Monitor NOTIFICATION_APPLICATION_FOCUS_OUT and force a pause.
  • NEVER use an unlocked frame rate — Variable FPS leads to screen tearing and rejections. Lock specifically to 30 or 60 FPS using Engine.max_fps and enable VSync.
  • NEVER forget D-Pad navigation — UI that is only navigable with an analog stick is an accessibility failure. Always support D-Pad inputs for all menu interactions.
  • NEVER hardcode button labels — Displaying "Press A" on a PlayStation controller is a major mistake. Use Input.get_joy_button_string() or dynamic icon mapping based on the controller's GUID.
  • NEVER exceed hardware memory limits — Consoles (especially Switch) have very rigid RAM budgets. Exceeding them causes OS-level crashes. Profile strictly using the memory tab in the Godot Profiler.
  • NEVER assume Joypad 0 is always Player 1 — Users may connect controllers in any order. Always query active connections dynamically using Input.get_connected_joypads().
  • NEVER distribute console export templates or SDKs publicly — Console SDKs are strictly under Non-Disclosure Agreements (NDAs). Leaking these can lead to legal action and developer banishment.
  • NEVER handle continuous analog stick input using boolean checks — Using is_action_pressed() for sticks ignores deadzones and precision. Use get_vector() or get_action_strength() for smooth movement.
  • NEVER vibrate controllers continuously without an option to disable it — Always use Input.start_joy_vibration() with finite durations and provide an accessibility toggle to turn off haptics.
  • NEVER expect traditional OS window manipulation to function on consoles — Consoles operate in fixed fullscreen environments. Methods like DisplayServer.window_set_mode() will typically fail or be ignored.
  • NEVER map UI interactions manually to raw button indices — Always utilize the Project Input Map (u_accept, u_cancel). This allows Godot to dynamically route gamepad events regardless of the specific hardware.
  • NEVER rely on NOTIFICATION_WM_CLOSE_REQUEST for termination — Consoles often use background suspension (similar to mobile) rather than explicit window closing.
  • NEVER query inputs without flushing buffered events for frame-perfect logic — Use Input.flush_buffered_events() before critical checks to ensure responsiveness.
  • NEVER use == or!= to evaluate analog trigger axes — Floating-point precision loss makes exact equality comparison unreliable. Use is_equal_approx() for analog values.
  • NEVER leave orphaned nodes in memory during scene transitions — Strict RAM limits mandate aggressive cleanup. Always use queue_free() and avoid cyclic references that prevent garbage collection.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

certification_manager.gd

Expert TRC/TCR compliance (focus loss, controller disconnects).

performance_scaler_fsr.gd

Dynamic Resolution Scaling and FSR 2.2 management for console performance.

server_side_projectile.gd

Direct RenderingServer/PhysicsServer bypass for high-frequency objects.

async_save_manager.gd

Atomic, corruption-resistant threaded save system.

controller_prompt_mapper.gd

GUID-based button prompt detection (PlayStation/Xbox/Switch).

memory_budget_guard.gd

Strict RAM monitoring for platform-specific hardware budgets.

platform_dialog_invoker.gd

Native OS dialog and virtual keyboard abstraction.

background_data_prefetcher.gd

Asset pre-fetching using WorkerThreadPool to avoid level-load stutters.

achievement_offline_queue.gd

Achievement/Trophy caching with offline persistence.

console_boot_config.gd

Hardware-aware hardware initialization and rendering overrides.


NEVER Do (Expert Console Rules)

Certification & TRC

  • NEVER show a mouse cursor — Rejection (TRC/TCR) failure. Hide using Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN).
  • NEVER skip pausing on focus loss — Rejection violation. Monitor NOTIFICATION_APPLICATION_FOCUS_OUT.
  • NEVER let a controller disconnect go unhandled — Must force pause and show "Reconnect Controller" UI.

Performance & Hardware

  • NEVER use an unlocked frame rate — Leads to tearing and instability. Lock specifically (30/60) using Engine.max_fps.
  • NEVER exceed hardware memory limits — Switch has rigid RAM budgets. Monitor via OS.get_static_memory_usage().
  • NEVER ignore VSync — Console displays expect VSync. Always enable in DisplayServer.

Architecture & Safety

  • NEVER assume Joypad 0 is Player 1 — Users switch slots. Query Input.get_connected_joypads() dynamically.
  • NEVER write to res:// at runtime — Rejection failure. Exported binaries are read-only. Strictly use user://.
  • NEVER save synchronously — Main-thread stutters trigger TCR warnings. Offload to WorkerThreadPool.
  • NEVER skip atomic renames for saves — Power loss mid-save must not corrupt data. Write to .tmp then rename.

Input Handling

func _input(event: InputEvent) -> void:
    if event is InputEventJoypadButton:
        match event.button_index:
            JOY_BUTTON_A:
                on_confirm()
            JOY_BUTTON_B:
                on_cancel()

Performance Requirements

  • Locked 30/60 FPS - No drops allowed
  • Memory limits - Strict budgets
  • Certification testing - QA required

Platform Services

  • Achievements/Trophies
  • Cloud saves
  • Multiplayer matchmaking
  • Platform friends

Best Practices

  1. Controller-Only - No mouse/keyboard
  2. Pause on Focus Loss - Required
  3. Save Prompts - Must notify saves
  4. Certification - Follow TRCs/TCRs

Reference

  • Related: godot-export-builds, godot-input-handling

Related

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02

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03

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能力概览

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能力 2

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能力 3

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.44%
按下载量换算207

Claude

28.67%
按下载量换算163

Cursor

18.87%
按下载量换算107

Gemini CLI

9.47%
按下载量换算54

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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