GodotPrompter plugin
A plugin selects Godot skills for a coding agent to plan game systems, write code and review project changes
- 932 ★ on the repository
- Last commit
- MIT
Extended access
Why this level
- Skills guide an agent that can modify game files and run commands
- Installation changes client instructions and hooks
- Project code and details enter the chosen model’s context
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add plugins/godotprompterDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- Skills guide an agent that can modify game files and run commands
- Installation changes client instructions and hooks
- Project code and details enter the chosen model’s context
This is third-party code. Review the repository files before installing.
What it does
GodotPrompter adds game-development instructions to a coding agent. For a game-system task, the agent selects a domain skill with GDScript and C# examples. Character behavior, for example, has separate material on input and state handling. The collection covers setup, implementation and code review. In teaching mode, the agent explains node choices and suggests checks in the editor. Assistant roles help separate architecture from individual game systems. In supported clients, a session-start hook finds `project.godot` and adds a short skill map. The plugin does not control Godot through MCP. The coding agent edits and runs the project with its own tools and environment permissions.
Who it is for. Godot 4 game creators planning gameplay systems and reviewing code with an agent.
Good fit when
- You need scene and signal planning before implementing a mechanic
- You want code for a state machine or game-saving system
- You need a review against Godot conventions and the chosen engine version
- You want an explanation of generated code in teaching mode
Not a fit when
- The project uses Godot 3 and needs compatible examples
- You need ready-made MCP control of scenes and the editor
- You need game behavior guaranteed without execution and human review
Example request
Propose a character state machine for Godot 4.3. Show transitions and signals first, then prepare code and editor verification steps.Limitations
The material targets Godot 4.3 or later; C# needs Godot .NET. Check each API version because newer features are annotated separately. Install LimboAI, Dialogue Manager and other addons separately. The hook is verified in Claude Code and Copilot CLI; Cursor’s full path remains unconfirmed, and Codex uses instructions without the hook. Subagents do not receive the main-session hook; add the needed project-instruction section separately after approval.
How to disable. In Claude Code, run `claude plugin disable godot-prompter@skillsmith` or remove it through the client menu. In other clients, remove the installed package or skill link. Remove any separately added GodotPrompter instruction section if no longer needed. Review game code separately; removing skills does not undo edits.
FAQ
How do I install GodotPrompter in Claude Code?
Add the `jame581/skillsmith` marketplace, then install `godot-prompter@skillsmith` with the commands below. Start a new session afterward.
Must I install Godot separately?
Yes. The plugin provides agent guidance rather than installing the engine. The project version determines which examples apply.
How does it recognize a Godot project?
The hook searches for `project.godot` around the working directory, including several parent and child levels. It does not add the skill map without a matching project.
Can I use the collection in Codex?
Yes. The author documents cloning and linking the skill directory. Claude Code’s automatic hook does not operate there; inspect skill loading and `AGENTS.md` instructions.
Where is the teaching preference stored?
In `~/.godot-prompter/state/`, associated with the project. Ask the agent to teach as it goes or provide code without teaching commentary to switch modes.
Does the plugin include Godot and a model?
No. Supply your agent and editor separately; the client handles model billing. Plugin code uses MIT.
Discussion
No questions or reviews yet.
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README in short
The collection uses a Superpowers-style workflow and includes its own Godot guidance. A separate Superpowers installation is not required.