- Skills
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Jan Mesarč 的 Skills 76
xr-development
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
web-services
Use when calling web APIs or backends from Godot — HTTPRequest, REST/JSON clients, auth headers, downloads, TLS, WebSocketPeer clients, retries, and keeping secrets out of the build
web-export
Use when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size
using-godot-prompter
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
tween-animation
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
state-machine
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
shader-basics
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
scene-organization
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
save-load
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
responsive-ui
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
resource-pattern
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
rendering-pipeline
Use when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats
procedural-generation
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
popochiu
Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
player-controller
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
phantom-camera
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
particles-vfx
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes