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godot-project-foundations戈多项目基金会

Agent Skill

godot-project-foundations 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

2,375

周安装

97

GitHub Stars

137

下载量

760
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-project-foundations(戈多项目基金会)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-project-foundations
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-project-foundations
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-project-foundations

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持项目状态跟踪。

  • 适用于围绕仓库变更、代码审查或团队协作事项进行信息整理。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装并使用。
  • 安装前需确认权限范围、维护状态及是否触发联网或文件操作。
  • godot-project-foundations 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Project Foundations

Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.

Available Scripts

MANDATORY - For New Projects: Before scaffolding, read project_bootstrapper.gd - Auto-generates feature folders and.gitignore.

project_bootstrapper.gd

Expert project scaffolding tool for auto-generating feature folders and.gitignore.

runtime_configurator.gd

Expert pattern for applying high-performance profiles (ticks, FPS) and saving override.cfg.

managed_autoload.gd

Advanced Singleton pattern with RefCounted delegation to avoid SceneTree bloat.

base_data_resource.gd

Reactive Resource foundation using emit_changed() for data-driven pipelines.

advanced_telemetry_logger.gd

Custom OS-level Logger implementation to capture engine output for crash reporting.

threaded_task_worker.gd

Robust WorkerThreadPool implementation with Mutex synchronization.

async_resource_loader.gd

Threaded non-blocking scene loading with progress status.

action_buffer_input.gd

Foundational _unhandled_input buffer to decouple hardware events from frame-rate.

global_event_bus.gd

Strongly-typed global Signal Bus for system decoupling.

build_metadata_provider.gd

Native extraction of project version and CI/CD build metadata.

node_pooling_system.gd

Thread-safe Object Pool for high-frequency scene instantiation.

Do NOT Load dependency_auditor.gd unless troubleshooting loading errors.

NEVER Do (Expert Anti-Patterns)

Global Architecture

  • NEVER group by file type/scripts, /sprites folders. Nightmare maintainability. Use feature-based: /player, /ui.
  • NEVER mix snake_case and PascalCase in files — Standard: snake_case for files, PascalCase for nodes.
  • NEVER use hardcoded get_node() paths — Brittle on reparenting. Use %SceneUniqueNames for stable references.
  • NEVER use monolithic Autoloads — Avoid managers that hold visual node references; keep singletons focused on pure data or RefCounted delegation.

Resource Management

  • NEVER forget.gitignore — Committing .godot/ folder = 100MB+ bloat + conflicts.
  • NEVER skip.gdignore for raw assets — Design source files (.psd, .blend) in root will be imported unless ignored.
  • NEVER modify globally shared Resources directly — Strictly call duplicate(true) for unique instances with independent state.

Performance & Threading

  • NEVER block the main thread with load() — Strictly use ResourceLoader.load_threaded_request() for async scene transitions.
  • NEVER modify the SceneTree from a background thread — Strictly use call_deferred() for thread-to-main-thread synchronization.
  • NEVER skip Mutex locking during pooled access — Strictly ensure thread-safety when using a shared WorkerThreadPool or Object Pool.
  • NEVER use _process() for precise input — Tied to visual framerate. Strictly use _unhandled_input() to capture exact, frame-independent events.

1. Naming Conventions

  • Files & Folders: Always use snake_case. (e.g., player_controller.gd, main_menu.tscn).

- *Exception*: C# scripts should use PascalCase to match class names.

  • Node Names: Always use PascalCase (e.g., PlayerSprite, CollisionShape2D).
  • Unique Names: Use %SceneUniqueNames for frequently accessed nodes to avoid brittle get_node() paths.

2. Feature-Based Organization

Instead of grouping by *type* (e.g., /scripts, /sprites), group by *feature* (the "What", not the "How").

Correct Structure:

/project.godot
/common/           # Global resources, themes, shared scripts
/entities/
    /player/       # Everything related to player
        player.tscn
        player.gd
        player_sprite.png
    /enemy/
/ui/
    /main_menu/
/levels/
/addons/           # Third-party plugins

3. Version Control

  • Always include a .gitignore tailored for Godot (ignoring .godot/ folder and import artifacts).
  • Use .gdignore in folders that Godot should not scan/import (e.g., raw design source files).

Workflow: Scaffolding a New Project

When asked to "Setup a project" or "Start a new game":

  1. Initialize Root: Ensure project.godot exists.
  2. Create Core Folders:

- entities/ - ui/ - levels/ - common/

  1. Setup Git: Create a comprehensive .gitignore.
  2. Documentation: Create a README.md explaining the feature-based structure.

Reference

  • Official Docs: tutorials/best_practices/project_organization.rst
  • Official Docs: tutorials/best_practices/scene_organization.rst

Related

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

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

32.85%
按下载量换算250

Claude

32.25%
按下载量换算245

Cursor

19.14%
按下载量换算145

Gemini CLI

9.31%
按下载量换算71

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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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