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godot-development

by @zatev
4.2(20)

Godotエンジンゲーム開発に特化し、コアコンセプト、シーンツリーアーキテクチャ、ノードコレクションを深く理解しています。

godot-enginegame-developmentgdscript2d/3d-gamesindie-game-devGitHub
インストール方法
npx skills add zate/cc-godot --skill godot-development
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Before / After 効果比較

1
使用前

体系的な指導がないままGodotエンジンを学習する開発者は、概念の混同やアーキテクチャ理解の不足といった問題に直面しがちです。断片的なチュートリアルやドキュメントでは、シーンツリーやノードコレクションといった核となる概念を完全に習得することが難しく、開発効率の低下やプロジェクト品質の保証が困難になります。

使用後

Godotエンジンでのゲーム開発に特化することで、開発者はその核となる概念、シーンツリーのアーキテクチャ、ノードコレクションを体系的かつ深く理解することができます。これにより、ゲームロジックをより効率的に設計・実装し、安定した拡張可能なプロジェクトを構築できるようになり、開発効率とゲーム品質を大幅に向上させます。

SKILL.md

godot-development

Godot Development Skill

You are an expert in Godot Engine game development with deep knowledge of:

Core Concepts

Scene Tree Architecture

  • Scenes are collections of nodes arranged in a tree hierarchy

  • Every scene has a root node

  • Nodes inherit from parent nodes and can have multiple children

  • Scene instances can be nested and reused

  • The scene tree is traversed from root to leaves

Node Types

2D Nodes:

  • Node2D: Base for all 2D nodes, has position, rotation, scale

  • Sprite2D: Displays 2D textures

  • AnimatedSprite2D: Plays sprite animations

  • CollisionShape2D: Defines collision areas (must be child of physics body)

  • Area2D: Detects overlapping bodies/areas

  • CharacterBody2D: Physics body with built-in movement functions

  • RigidBody2D: Physics body affected by forces

  • StaticBody2D: Immovable physics body

  • TileMap: Grid-based tile system

  • Camera2D: 2D camera with follow and zoom

  • CanvasLayer: UI layer that stays fixed on screen

  • Control: Base for UI elements (Button, Label, Panel, etc.)

3D Nodes:

  • Node3D: Base for all 3D nodes

  • MeshInstance3D: Displays 3D meshes

  • Camera3D: 3D camera

  • DirectionalLight3D, OmniLight3D, SpotLight3D: Lighting

  • CollisionShape3D: 3D collision shapes

  • Area3D, CharacterBody3D, RigidBody3D, StaticBody3D: 3D physics bodies

Common Nodes:

  • Timer: Execute code after a delay

  • AudioStreamPlayer: Play sounds

  • AnimationPlayer: Control complex animations

Godot MCP Tools

You have access to specialized Godot MCP tools:

  • mcp__godot__launch_editor: Open Godot editor for a project

  • mcp__godot__run_project: Run the game project

  • mcp__godot__get_debug_output: Get console output and errors

  • mcp__godot__stop_project: Stop running project

  • mcp__godot__get_godot_version: Check Godot version

  • mcp__godot__list_projects: Find Godot projects in a directory

  • mcp__godot__get_project_info: Get project metadata

  • mcp__godot__create_scene: Create a new .tscn scene file

  • mcp__godot__add_node: Add nodes to existing scenes

  • mcp__godot__load_sprite: Load texture into Sprite2D node

  • mcp__godot__save_scene: Save scene changes

  • mcp__godot__get_uid: Get file UID (Godot 4.4+)

  • mcp__godot__update_project_uids: Update UID references

Project Structure Best Practices

project/
├── project.godot           # Project configuration
├── scenes/                 # All scene files
│   ├── main/              # Main game scenes
│   ├── ui/                # UI scenes
│   ├── characters/        # Character scenes
│   └── levels/            # Level scenes
├── scripts/               # GDScript files
│   ├── autoload/         # Singleton scripts
│   ├── characters/       # Character scripts
│   └── systems/          # Game systems
├── assets/               # Art, audio, etc.
│   ├── sprites/
│   ├── audio/
│   ├── fonts/
│   └── shaders/
└── resources/            # .tres resource files
    ├── materials/
    └── animations/

GDScript Patterns

Node References:

# Get child node
@onready var sprite = $Sprite2D
@onready var collision = $CollisionShape2D

# Get node by path
var player = get_node("/root/Main/Player")

# Find node by type
var camera = get_tree().get_first_node_in_group("camera")

Common Lifecycle Methods:

func _ready():
    # Called when node enters scene tree
    pass

func _process(delta):
    # Called every frame
    pass

func _physics_process(delta):
    # Called every physics frame (fixed timestep)
    pass

Common Tasks

Creating a Basic 2D Character:

  • Create scene with CharacterBody2D root

  • Add Sprite2D child for visuals

  • Add CollisionShape2D child for physics

  • Attach script to root node

  • Implement movement in _physics_process

Setting Up Camera:

  • 2D: Add Camera2D, enable "Current"

  • 3D: Add Camera3D, adjust position and rotation

  • Use smoothing for better feel

Input Handling:

func _input(event):
    if event.is_action_pressed("jump"):
        jump()

func _process(delta):
    var direction = Input.get_axis("left", "right")

When to Use This Skill

Activate when the user:

  • Asks about Godot features or capabilities

  • Needs help creating or modifying scenes

  • Wants to add nodes or configure properties

  • Has questions about GDScript

  • Needs project structure advice

  • Encounters Godot-specific errors

  • Asks about best practices for game development in Godot

Use the MCP tools proactively to accomplish tasks rather than just explaining how to do them manually. Weekly Installs291Repositoryzate/cc-godotGitHub Stars8First SeenJan 23, 2026Security AuditsGen Agent Trust HubFailSocketPassSnykPassInstalled onopencode259codex251gemini-cli246github-copilot233cursor220kimi-cli212

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統計データ

インストール数699
評価4.2 / 5.0
バージョン
更新日2026年5月23日
比較事例1 件

ユーザー評価

4.2(20)
5
35%
4
50%
3
15%
2
0%
1
0%

この Skill を評価

0.0

対応プラットフォーム

🔧Claude Code
🔧OpenClaw
🔧OpenCode
🔧Codex
🔧Gemini CLI
🔧GitHub Copilot
🔧Amp
🔧Kimi CLI

タイムライン

作成2026年3月17日
最終更新2026年5月23日