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Godot Engine 3d Developer

作者 Tippy Entertainment · GitHub ↗ · v0.1.0
cross-platform ⚠ suspicious
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在 OpenClaw 中安装
/install godot-engine-3d-developer
功能描述
Skills and agent workflows for 3D game development with Godot Engine.
使用说明 (SKILL.md)

Provided by TippyEntertainment

https://github.com/tippyentertainment/skills.git

This skill is designed for use on the Tasking.tech agent platform (https://tasking.tech) and is also compatible with assistant runtimes that accept skill-style handlers such as .claude, .openai, and .mistral. Use this skill for both Claude code and Tasking.tech agent source.

3D Godot Engine - Game Developer – Agent Skills

These skills define what the Taskingbot agent can do for 3D game development. Each skill should be implemented as an internal tasking.tech API or workflow. The model only sees these skills as tools with JSON parameters.


0. Concepts

  • Project – A game project (e.g., Project Aurora).
  • Area – High‑level discipline: gameplay, level, art, tech, audio, ui, tools.
  • Build – A compiled game binary for a specific platform (PC, Web, Console, etc.).
  • Worker – Build/test machines (local or CI) that pull jobs from tasking.tech.

The agent never accesses machines directly. It calls skills → backend enqueues jobs → workers execute and report back.


0.1 File Types & Formats (Authoritative)

The agent should talk about files using explicit extensions and typical paths. It never reads files directly; it references them by repo path or storage id.

Scripts

  • .gd – GDScript files (gameplay logic, tools, tests).
  • .cs – C# scripts.
  • .tscn – Text scene files (levels, prefabs, UI).
  • .escn – Text scenes exported from DCC tools or intermediate pipelines.

3D / Geometry

  • .blend – Blender source scenes and models.
  • .fbx – Rigged/animated meshes from DCC tools.
  • .gltf / .glb – Preferred interchange for static and animated assets.
  • .obj – Legacy static meshes.

Textures & Materials

  • .png, .jpg – General textures (albedo, masks, UI).
  • .tga, .tif – High‑quality or linear textures.
  • Common naming patterns the agent should respect:
    • _albedo, _basecolor, _normal, _roughness, _metallic, _ao.

Audio

  • .wav – Source and high‑quality SFX/VO.
  • .ogg, .mp3 – Compressed in‑game audio and music.

Shaders

  • .shader – Godot shader files.
  • .gdshader – Godot visual shader files (text representation).

Data & Config

  • .json, .yml, .yaml – Game data, build configs, pipelines.
  • .cfg, .ini – Engine or tool configuration.

Guidelines for the agent:

  • Mention specific extensions in tasks (e.g. “refactor player_controller.gd”, “convert all .fbx in art/characters/ to .glb”).
  • Keep existing naming conventions and folder layouts when proposing changes.
  • Use source_extension, target_extension, explicit file names and source_path in skill parameters when relevant.

Files to create

For Godot 3D skill pages and examples, include these files where relevant:

  • SKILL.md — must include YAML frontmatter with name and description
  • README.md — short skill overview (optional)
  • Scenes: .tscn (Text scene files)
  • Scripts: .gd, .cs
  • 3D assets: .glb/.gltf, .fbx, .blend
  • Textures: .png, .jpg, .tga
  • Shaders: .shader

1. Planning & Task Management

create_game_task

Create a new task for the 3D game team.

Parameters

  • title (string, required) – Short, actionable task title.
  • area (string, required) – One of: gameplay, level, art, tech, audio, ui, tools.
  • project_id (string, required) – Internal project identifier.
  • description (string, optional) – Design/technical details, links, acceptance criteria.
  • priority (string, optional) – low, medium, high, blocker.
  • due_date (string, optional, ISO 8601).
  • assignee (string, optional) – User id or handle.
  • labels (array of string, optional).

Behavior

  • Creates a task in the project management system.
  • Returns task_id and canonical task data.

update_game_task

Update a game task.

Parameters

  • task_id (string, required).
  • Any of: title, status, priority, due_date, assignee, labels, area, description.

Behavior

  • Applies partial updates.
  • Returns updated task summary.

list_game_tasks

List tasks matching filters.

Parameters

  • project_id (string, required).
  • status (string, optional) – e.g. todo, in_progress, review, done.
  • area (string, optional).
  • label (string, optional).
  • due_before (string, optional, ISO).
  • limit (integer, optional, default 50).

Behavior

  • Returns an array of lightweight task summaries for planning and status reports.

plan_game_sprint

Create a sprint backlog for a fixed period.

Parameters

  • project_id (string, required).
  • duration_days (integer, required).
  • goals (array of string, required) – High‑level sprint goals.
  • capacity_notes (string, optional) – Team availability, constraints.

Behavior

  • Creates a sprint object, attaches relevant tasks (or placeholders) and returns sprint_id plus initial task list.

2. Builds & Exports

Assumes engine build workers using headless/CLI export (e.g., Godot 4.x --headless --export-release).

run_game_build

Trigger a game build on a worker.

Parameters

  • project_id (string, required).
  • branch (string, required).
  • platform (string, required) – e.g. windows, linux, mac, web, console_devkit.
  • build_type (string, required) – debug or release.
  • build_preset (string, optional) – Engine export preset name or CI preset id.
  • notes (string, optional) – Context for changelog.

Behavior

  • Enqueues a build job.
  • Returns build_id.

check_game_build_status

Query build status and logs.

Parameters

  • build_id (string, required).

Behavior

  • Returns:
    • status: queued, running, failed, succeeded.
    • summary: short text.
    • log_excerpt: last N lines.
    • artifacts: list of artifact ids/URLs (installer, zip, symbols, etc.).

publish_playtest_build

Mark a build as ready for playtest and distribute.

Parameters

  • project_id (string, required).
  • build_id (string, required).
  • channel (string, required) – internal, closed_beta, public_demo.
  • notes (string, optional) – Release notes.

Behavior

  • Links build to the chosen channel, posts notifications, and returns distribution info.

3. Automated Testing & QA

run_game_tests

Run automated tests (unit/integration/e2e) through headless engine or separate harness.

Parameters

  • project_id (string, required).
  • branch (string, required).
  • suite (string, required) – all, unit, integration, performance, smoke.
  • target_platform (string, optional).

Behavior

  • Enqueues a test job on workers.
  • Returns test_run_id.

check_test_results

Get results of a test run.

Parameters

  • test_run_id (string, required).

Behavior

  • Returns:
    • status: queued, running, failed, passed, partial.
    • summary: passes/fails, key metrics.
    • report_ids: links to detailed reports (JUnit, HTML, etc.).
    • log_excerpt: short snippet of failing tests or stack traces.

triage_game_bug

Turn logs + repro into actionable work.

Parameters

  • project_id (string, required).
  • title (string, required).
  • log_text (string, required) – Crash log, stack trace, console output.
  • repro_steps (string, optional).
  • severity (string, required) – low, medium, high, blocker.
  • build_id (string, optional).
  • area (string, optional).

Behavior

  • Creates one or more tasks (e.g., tech + art), links them to the build and test run if present.
  • Returns created task_ids and a triage summary.

4. Assets, Levels & Performance

register_3d_asset

Register/import a 3D asset into the game pipeline.

Parameters

  • project_id (string, required).
  • asset_name (string, required).
  • source_path (string, required) – e.g. art/characters/hero/hero_v03.fbx.
  • category (string, required) – environment, character, prop, fx, vehicle, weapon.
  • source_extension (string, required) – e.g. fbx, gltf, glb, blend, obj.
  • target_extension (string, optional) – e.g. glb, tscn.
  • usage_notes (string, optional).

Behavior

  • Records asset metadata and desired conversion.
  • May trigger import/conversion scripts on workers.
  • Returns asset_id.

convert_asset_format

Batch‑convert assets between formats (e.g., FBX → GLTF).

Parameters

  • project_id (string, required).
  • input_extension (string, required).
  • output_extension (string, required).
  • path_pattern (string, required) – Glob or repo path pattern (e.g., art/characters/**/*.fbx).
  • options (object, optional) – Tool‑specific flags (scale, axis, animation import, etc.).

Behavior

  • Enqueues conversion jobs on workers.
  • Returns conversion_job_id and later status/summary.

analyze_scene_performance

Analyze scene complexity to guide optimization.

Parameters

  • project_id (string, required).
  • scene_path (string, required) – Engine‑relative path (e.g., res://scenes/levels/level_01.tscn).
  • platform (string, optional).

Behavior

  • Runs a worker job to collect stats (draw calls, mesh/tri counts, texture usage).
  • Returns a raw metrics object and a summarized “hotspots” list.

bake_level_content

Bake lighting, probes, navmesh, or similar offline steps via an automation scene.

Parameters

  • project_id (string, required).
  • scene_path (string, required).
  • bake_types (array of string, required) – e.g. ["light", "navmesh", "occlusion"].

Behavior

  • Enqueues a bake job, returns bake_id and later status/metrics.

5. Design & Documentation

generate_feature_spec

Generate and store a lightweight feature spec / GDD section.

Parameters

  • project_id (string, required).
  • feature_title (string, required).
  • summary (string, required) – Designer’s description.
  • constraints (string, optional) – Platforms, budgets, deadlines.

Behavior

  • Creates a spec document (template: overview, mechanics, UX, technical notes, acceptance criteria).
  • Optionally auto‑creates create_game_task entries linked to this spec.
  • Returns spec_id and any created task_ids.

summarize_playtest_feedback

Condense raw playtest notes into insights and tasks.

Parameters

  • project_id (string, required).
  • feedback_items (array of string, required) – Individual notes or doc ids.
  • build_id (string, optional).
  • segment (string, optional) – Player segment or test type.

Behavior

  • Groups issues by theme (controls, difficulty, UX, performance, bugs).
  • Returns:
    • key problems and opportunities,
    • recommended changes,
    • optionally auto‑created task_ids for critical issues.

6. Git, CI & Collaboration

create_issue_from_game_task

Mirror a task into the Git hosting platform.

Parameters

  • task_id (string, required).
  • repo (string, required).
  • labels (array of string, optional).
  • include_logs (boolean, optional, default false).

Behavior

  • Creates an issue/ticket with links back to tasking.tech and relevant build/test info.
  • Returns issue_url / issue_id.

summarize_pr_for_game_team

Summarize a PR for designers, producers, and engineers.

Parameters

  • repo (string, required).
  • pr_number (integer, required).
  • project_id (string, optional).

Behavior

  • Fetches diff + comments via backend.
  • Returns:
    • overview of changes,
    • risk areas (systems touched, potential regressions),
    • suggested test scenarios,
    • optionally links to updated tasks.

post_release_announcement

Send a release note to team channels (Discord, Slack, etc.).

Parameters

  • project_id (string, required).
  • build_id (string, required).
  • channel_ids (array of string, required).
  • audience (string, optional) – team, playtesters, public.
  • extra_notes (string, optional).

Behavior

  • Formats and posts a short announcement with links to build + changelog.

7. Memory & Retrospectives

save_game_memory

Store long‑term game context.

Parameters

  • project_id (string, required).
  • summary (string, required) – Stable fact or decision.
  • category (string, required) – goal, decision, pipeline, style, constraint.

Behavior

  • Writes to semantic memory store for retrieval in future sessions.

summarize_game_period

Summarize work over a time window (e.g., “What did we do this week?”).

Parameters

  • project_id (string, required).
  • start_date (string, required, ISO).
  • end_date (string, required, ISO).

Behavior

  • Aggregates tasks, builds, tests, and game memories.
  • Returns a structured summary grouped by area (gameplay, level, art, tech, etc.).

8. Agent Usage Guidelines

When using these skills, the agent should:

  1. Plan first, then act

    • For non‑trivial requests, outline a short plan, then call skills in sequence.
  2. Automate aggressively

    • Prefer skills over suggestions when possible (create tasks, trigger builds/tests, bake levels, convert assets).
  3. Keep humans in the loop on risk

    • Explain build/test failures or asset issues in plain language and propose specific fixes.
  4. Tie everything back to the project

    • Always supply project_id and link tasks/builds/tests/specs/assets where possible.
  5. Use memory for big decisions

    • Call save_game_memory when important constraints, goals, or decisions are made so future conversations stay aligned.

安全使用建议
This skill is instruction-only and coherent for 3D Godot workflows: it expects a Tasking.tech-compatible backend to enqueue tasks and builds and does not install or require credentials itself. Before installing, confirm (1) whether your agent/runtime actually integrates with Tasking.tech (the skill may be non-functional otherwise), (2) what platform-provided credentials or tokens will be used when the skill enqueues jobs or modifies project data, and (3) that you trust the owner/source (no homepage provided). If you don't use Tasking.tech or you don't want the platform to act on your project IDs or build jobs, do not enable this skill. If you do enable it, limit its scope to non-sensitive projects and review/approve actions the first few times it runs.
功能分析
Type: OpenClaw Skill Name: godot-engine-3d-developer Version: 0.1.0 The skill bundle is classified as suspicious due to several parameters in `SKILL.md` that, while not inherently malicious, expose significant vulnerabilities if the backend or worker systems are not robustly secured. Specifically, the `convert_asset_format` skill's `path_pattern` and `options` parameters could be exploited for remote code execution or arbitrary file access on backend workers. Other skills like `run_game_build` (`build_preset`, `notes`), `register_3d_asset` (`source_path`), `analyze_scene_performance` (`scene_path`), and `bake_level_content` (`scene_path`) also present potential path traversal or command injection risks. Additionally, numerous free-form text fields (e.g., `log_text`, `repro_steps`, `notes`) could be vectors for prompt injection or cross-site scripting in downstream systems. While the agent's usage guidelines are benign, the skill definitions provide means for exploitation.
能力评估
Purpose & Capability
The name/description align with the SKILL.md content: task management, builds, asset conversions and Godot-specific guidance. There are no unrelated required binaries, environment variables, or config paths in the metadata that would be out of scope for a game-development workflow skill. The SKILL.md explicitly targets a Tasking.tech-style backend, which is consistent with the declared behavior.
Instruction Scope
The instructions tell the agent to create tasks, enqueue builds, reference repo paths and storage IDs, and otherwise interact with an internal Tasking.tech API/workflow. The document explicitly states the agent should not read local files directly and should pass file paths/ids instead. This is internally consistent, but it assumes the agent runtime provides a Tasking.tech-compatible backend or connector — otherwise the skill will be non-functional.
Install Mechanism
There is no install spec and no code files; this is instruction-only, so nothing is downloaded or written to disk by the skill itself. That represents the lowest install risk.
Credentials
The skill declares no required environment variables or credentials. However, it expects to call an internal Tasking.tech API (frontmatter target points to https://tasking.tech). Because no credentials are declared, the skill assumes the host platform will provide any necessary authentication/authorization; verify that behavior and what tokens the platform supplies before trusting it with project IDs or build jobs.
Persistence & Privilege
The skill does not request always:true and is user-invocable. It does not attempt to modify other skills or system-wide settings in the provided instructions. Autonomous invocation is allowed (platform default) but unchanged here.
如何使用
  1. 确保已安装 OpenClaw(本地或 Docker 部署)
  2. 在对话框中输入安装命令:/install godot-engine-3d-developer
  3. 安装完成后,直接呼叫该 Skill 的名称或使用 /godot-engine-3d-developer 触发
  4. 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
版本历史
v0.1.0
Initial release of Godot 3D game development skills for Tasking.tech agents. - Defines core skills and workflows for 3D project planning, task management, builds, automated testing, and bug triage - Specifies authoritative 3D file types, naming, and file handling conventions for Godot projects - Provides explicit skill interfaces for creating, updating, and listing game development tasks and sprints - Supports build and test automation via dedicated API endpoints for agents - Outlines required and typical file formats for scripts, assets, textures, and configuration files
元数据
Slug godot-engine-3d-developer
版本 0.1.0
许可证
累计安装 1
当前安装数 1
历史版本数 1
常见问题

Godot Engine 3d Developer 是什么?

Skills and agent workflows for 3D game development with Godot Engine. 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 590 次。

如何安装 Godot Engine 3d Developer?

在 OpenClaw 或 Claude Code 对话框中运行命令「/install godot-engine-3d-developer」即可一键安装,无需额外配置。

Godot Engine 3d Developer 是免费的吗?

是的,Godot Engine 3d Developer 完全免费(开源免费),可自由下载、安装和使用。

Godot Engine 3d Developer 支持哪些平台?

Godot Engine 3d Developer 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。

谁开发了 Godot Engine 3d Developer?

由 Tippy Entertainment(@tippyentertainment)开发并维护,当前版本 v0.1.0。

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