godot-master
Consolidated expert library for professional Godot 4.x game and application development. Orchestrates 94 specialized blueprints through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms. Primary entry point for ALL Godot development tasks.
What this skill does
# Godot Master: Lead Architect Knowledge Hub
Every section earns its tokens by focusing on **Knowledge Delta** β the gap between what Claude already knows and what a senior Godot engineer knows from shipping real products.
---
## π§ Part 1: Expert Thinking Frameworks
### "Who Owns What?" β The Architecture Sanity Check
Before writing any system, answer these three questions for EVERY piece of state:
- **Who owns the data?** (The `StatsComponent` owns health, NOT the `CombatSystem`)
- **Who is allowed to change it?** (Only the owner via a public method like `apply_damage()`)
- **Who needs to know it changed?** (Anyone listening to the `health_changed` signal)
If you can't answer all three for every state variable, your architecture has a coupling problem. This is not OOP encapsulation β this is Godot-specific because the **signal system IS the enforcement mechanism**, not access modifiers.
### The Godot "Layer Cake"
Organize every feature into four layers. Signals travel UP, never down:
```
ββββββββββββββββββββββββββββββββ
β PRESENTATION (UI / VFX) β β Listens to signals, never owns data
ββββββββββββββββββββββββββββββββ€
β LOGIC (State Machines) β β Orchestrates transitions, queries data
ββββββββββββββββββββββββββββββββ€
β DATA (Resources / .tres) β β Single source of truth, serializable
ββββββββββββββββββββββββββββββββ€
β INFRASTRUCTURE (Autoloads) β β Signal Bus, SaveManager, AudioBus
ββββββββββββββββββββββββββββββββ
```
**Critical rule**: Presentation MUST NOT modify Data directly. Infrastructure speaks exclusively through signals. If a `Label` node is calling `player.health -= 1`, the architecture is broken.
### The Signal Bus Tiered Architecture
- **Global Bus (Autoload)**: ONLY for lifecycle events (`match_started`, `player_died`, `settings_changed`). Debugging sprawl is the cost β limit events to < 15.
- **Scoped Feature Bus**: Each feature folder has its own bus (e.g., `CombatBus` only for combat nodes). This is the compromise that scales.
- **Direct Signals**: Parent-child communication WITHIN a single scene. Never across scene boundaries.
### π The "Smart Interconnect" Mandate
Expert systems are defined not by their isolation, but by their **Payload Synthesis**.
- **Physics β Performance**: `PhysicsServer2D` and `RenderingServer` bypass `SceneTree` node overhead. Use for 1,000+ bullets or particles to achieve O(1) processing.
- **Animation β Physics**: `AnimationTree.get_root_motion_position()` converts animation displacement into physics `velocity`, preventing "foot sliding" in complex movement.
- **Data β Reactivity**: Serialized `Resource` objects (like `Stats`) emit signals when modified, allowing UI to update automatically without tight coupling.
- **Asset β Spawning**: An O(1) Dictionary-based cache (preloaded during `ResourceLoader` async phases) prevents I/O hitches when spawning items or enemies.
- **Mobile β Visuals**: Prevent runtime frame-hitches by instantiating hidden effects during loading screens to force GPU shader pipeline compilation.
- **Networking β Bandwidth**: Use bit-packing into `PackedByteArray` for synchronization instead of JSON/Strings to keep packets under 100 bytes.
- **Genre Synthesis**:
- `Shooter`: strictly use `intersect_ray()` (direct space state) over `RayCast3D` nodes for 100x performance.
- `RPG`: Damage follows `base * pow(scaling, level)` to sustain end-game progression.
- `RTS`: Moves groups based on their Center of Mass with `Relative Offset` to preserve formation integrity.
- `Metroidvania`: Uses `ResourceLoader.load_threaded_request()` for seamless room swaps.
- `Platformer`: Mandatory `Jump Buffering` (~0.15s) and `Coyote Time` for professional feel.
- `Simulation`: `Tick Manager` batch processing; avoid per-entity `_process` to sustain thousands of units.
- `Romance`: `Multi-Axial Affection` (Attraction, Trust, Comfort) to map complex narrative branching.
- `Architecture`: `Signal Architecture` strictly follows `Signal Up, Call Down` to eliminate circular scene coupling.
---
## π§ Part 2: Architectural Decision Frameworks
### The Master Decision Matrix
| Scenario | Strategy | **MANDATORY** Skill Chain | Trade-off |
| :--- | :--- | :--- | :--- |
| **Rapid Prototype** | Event-Driven Mono | **READ**: [Foundations](references/project-foundations.md) β [Autoloads](references/autoload-architecture.md). **Do NOT load** genre or platform refs. | Fast start, spaghetti risk |
| **Complex RPG** | Component-Driven | **READ**: [Composition](references/composition.md) β [States](references/state-machine-advanced.md) β [RPG Stats](references/rpg-stats.md). **Do NOT load** multiplayer or platform refs. | Heavy setup, infinite scaling |
| **Massive Open World** | Resource-Streaming | **READ**: [Open World](references/genre-open-world.md) β [Save/Load](references/save-load-systems.md). Also load [Performance](references/performance-optimization.md). | Complex I/O, float precision jitter past 10K units |
| **Server-Auth Multi** | Deterministic | **READ**: [Server Arch](references/server-architecture.md) β [Multiplayer](references/multiplayer-networking.md). **Do NOT load** single-player genre refs. | High latency, anti-cheat secure |
| **Mobile/Web Port** | Adaptive-Responsive | **READ**: [UI Containers](references/ui-containers.md) β [Adapt DeskβMobile](references/adapt-desktop-to-mobile.md) β [Platform Mobile](references/platform-mobile.md). | UI complexity, broad reach |
| **Application / Tool** | App-Composition | **READ**: [App Composition](references/composition-apps.md) β [Theming](references/ui-theming.md). **Do NOT load** game-specific refs. | Different paradigm than games |
| **Romance / Dating Sim** | Affection Economy | **READ**: [Romance](references/genre-romance.md) β [Dialogue](references/dialogue-system.md) β [UI Rich Text](references/ui-rich-text.md). | High UI/Narrative density |
| **Secrets / Easter Eggs** | Intentional Obfuscation | **READ**: [Secrets](references/mechanic-secrets.md) β [Persistence](references/save-load-systems.md). | Community engagement, debug risk |
| **Collection Quest** | Scavenger Logic | **READ**: [Collections](references/game-loop-collection.md) β [Marker3D Placement](references/3d-world-building.md). | Player retention, exploration drive |
| **Seasonal Event** | Runtime Injection | **READ**: [Easter Theming](references/theme-easter.md) β [Material Swapping](references/3d-materials.md). | Fast branding, no asset pollution |
| **Souls-like Mortality** | Risk-Reward Revival | **READ**: [Revival/Corpse Run](references/mechanic-revival.md) β [Physics 3D](references/physics-3d.md). | High tension, player frustration risk |
| **Wave-based Action** | Combat Pacing Loop | **READ**: [Waves](references/game-loop-waves.md) β [Combat](references/combat-system.md). | Escalating tension, encounter design |
| **Survival Economy** | Harvesting Loop | **READ**: [Harvesting](references/game-loop-harvest.md) β [Inventory](references/inventory-system.md). | Resource scarcity, loop persistence |
| **Racing / Speedrun** | Validation Loop | **READ**: [Time Trials](references/game-loop-time-trial.md) β [Input Buffer](references/input-handling.md) β [Genre Racing](references/genre-racing.md). | High precision, ghost record drive |
| **Horror / Stealth** | Tension Management | **READ**: [Genre Horror](references/genre-horror.md) β [Genre Stealth](references/genre-stealth.md) β [Audio](references/audio-systems.md). | Atmosphere, player vulnerability |
| **Card / Board Game** | Rule Enforcement | **READ**: [Genre Card Game](references/genre-card-game.md) β [Turn System](references/turn-system.md). | Deterministic state, UI heavy |
| **Simulation / RTS** | Batch Processing | **READ**: [Genre Simulation](references/genre-simulation.md) β [Genre RTS](references/genre-rts.md) β [Performance](references/performance-optimization.md). | High unit counts, O(1) logic |
### The "When NOT to Use a Node" Decision
One of the most impactful expeRelated in Design
contribute
IncludedLocal-only OSS contribution command center. Auto-refreshes the user's in-flight PR and issue state on invoke so conversations start with full context β no need to brief Claude on what's in flight. Helps the user find issues to contribute to on GitHub, builds per-repo dossiers of what each upstream expects (CLA, DCO, branch convention, AI policy, draft-first, review bots, issue templates), runs deterministic gates before any external action so AI-assisted contributions don't reach maintainers as slop. State is markdown-only: candidate files at ~/.contribute-system/candidates/, repo dossiers at ~/.contribute-system/research/, append-only event log at ~/.contribute-system/log.jsonl. No database, no cloud calls. Use when the user asks about their PRs / issues / contributions, wants to find new work to take on, claim an issue, build/refresh a repo's dossier, or draft a Design Issue or PR. Trigger with "/contribute", "what's my PR status", "find a contribution", "claim issue X", "draft a Design Issue for Y", "refresh dossier for Z".
architectural-analysis
IncludedUser-triggered deep architectural analysis of a codebase or scoped subtree across eight modes β information architecture, data flow, integration points, UI surfaces, interaction patterns, data model, control flow, and failure modes. This skill should be used when the user asks to "diagram this codebase," "map the architecture," "show the data flow," "give me an ERD," "trace control flow," "find the integration points," "verify the layout pattern," "audit the UX architecture," or any similar request whose primary deliverable is mermaid diagrams plus cited reports under docs/architecture/. Dispatches haiku/sonnet sub-agents in parallel for per-mode exploration, then verifies every citation mechanically before any node lands in a diagram. Not for one-off prose explanations of code (use code-explanation) or for high-level system design from scratch (use system-design).
mcp
IncludedModel Context Protocol (MCP) server development and tool management. Languages: Python, TypeScript. Capabilities: build MCP servers, integrate external APIs, discover/execute MCP tools, manage multi-server configs, design agent-centric tools. Actions: create, build, integrate, discover, execute, configure MCP servers/tools. Keywords: MCP, Model Context Protocol, MCP server, MCP tool, stdio transport, SSE transport, tool discovery, resource provider, prompt template, external API integration, Gemini CLI MCP, Claude MCP, agent tools, tool execution, server config. Use when: building MCP servers, integrating external APIs as MCP tools, discovering available MCP tools, executing MCP capabilities, configuring multi-server setups, designing tools for AI agents.
react-native-skia
IncludedDesign, build, debug, and optimise high-polish animated graphics in React Native or Expo using @shopify/react-native-skia, Reanimated, and Gesture Handler. Use when the user wants canvas-driven UI, shaders, paths, rich text, image filters, sprite fields, Skottie, video frames, snapshots, web CanvasKit setup, or performance tuning for custom motion-heavy elements such as loaders, hero art, cards, charts, progress indicators, particle systems, or gesture-driven surfaces. Also use when the user asks for fluid, glow, glass, blob, parallax, 60fps/120fps, or GPU-friendly animated effects in React Native, even if they do not explicitly say "Skia". Do not use for ordinary form/layout work with standard views.
plaid
IncludedProduct Led AI Development β guides founders from idea to launched product. Six capabilities: Idea (discover a product idea), Validate (pressure-test the idea against fatal flaws, problem reality, competition, and 2-week MVP feasibility), Plan (vision intake + document generation), Design (translate image references into a design.md spec), Launch (go-to-market strategy), and Build (roadmap execution). Use when someone says "PLAID", "plaid idea", "help me find an idea", "product idea", "idea from my business", "idea from my expertise", "plaid validate", "validate my idea", "pressure-test", "is this idea good", "find fatal flaws", "validate the problem", "plan a product", "define my vision", "generate a PRD", "product strategy", "plaid design", "design from image", "translate image to design", "create design.md", "extract design tokens", "plaid launch", "go-to-market", "launch plan", "GTM strategy", "launch playbook", "plaid build", "build the app", "start building", or "execute the roadmap".
nextjs-framer-motion-animations
IncludedAdds production-safe Motion for React or Framer Motion animations to Next.js apps, including reveal, hover and tap micro-interactions, whileInView, stagger, AnimatePresence, layout and layoutId transitions, reorder, scroll-linked UI, and lightweight route-content transitions. Use when the user asks to add, refactor, or debug Motion or Framer Motion in App Router or Pages Router codebases, especially around server/client boundaries, reduced motion, LazyMotion, bundle size, hydration, or route transitions. Avoid for GSAP-style timelines, WebGL or 3D scenes, heavy scroll storytelling, or CSS-only effects unless Motion is explicitly requested.