AlphaMoatによると、2026-09時点でGodot 4.6 C# Developmentのダウンロード数は2,615、スター数は0で、AIスキル全体5,078件中4,011位、開発では577件中502位です。
| プラットフォーム | インストール数 | ダウンロード数 | スター数 | コメント |
|---|---|---|---|---|
| ClawHub ↗ | 31 | 1228 | - | - |
| SkillHub ↗ | 284 | 2615 | - | — |
プラットフォームごとに集計方法と集計時点が異なります。
Autoload 管理、ノード構成、シグナルによる疎結合を整理し、強い型付け、リソースのエクスポート、オブジェクトプール、デバッグの例を示します。毎フレームのリソース読込みや _Process 内のメモリ確保を避ける方針です。既存の Godot C# プロジェクトの設計、問題調査、GDScript からの移行に使い、個別 API はプロジェクトの版と照合します。
資料公開日 2026-10-26
スキルのドキュメントをもとに生成した例であり、実際の実行結果ではありません。
2026-09 から集計方法を変更し、同名スキルを作者ごとに分けて集計し、全スキルを対象にしました。破線は変更前の月で、変更後のデータとは直接比較せず、変更をまたぐ増減も計算していません。
| 月 | ダウンロード数 | 前月比 | スター数 |
|---|---|---|---|
| 2026-09 | 2615 | — | - |
| 2026-08 | 1894 | +17.3% | - |
| 2026-07 | 1615 | +27.3% | - |
| 2026-06 | 1269 | +15.2% | - |
| 2026-05 | 1102 | — | - |
| 2026-03 | 561 | — | - |
作者が公開した元のファイルをテキストのまま表示しています。AlphaMoat による編集や審査はしていません。リンクはクリックできません。コマンドは内容を確認してから実行してください。取得日 2026-10-23。
--- name: godot-dev description: Godot 4.x game development with C#/.NET, covering best practices, architecture patterns, performance optimization, and common pitfalls. Use when working on Godot projects, debugging Godot-specific issues, designing game architecture, or implementing game systems. Includes GDScript-to-C# migration guidance. --- # Godot 4.x C# 开发指南 ## 核心架构原则 ### 1. Autoload 单例模式
使用 Autoload 创建全局管理器:
```
GameManager (游戏状态)
EventManager (事件总线)
AudioManager (音频管理)
SaveManager (存档管理)
LocalizationManager (本地化)
```
### 2. 节点组织结构
```
GameScene (Node2D)
├── Entities (Node2D)
│ ├── Player (CharacterBody2D)
│ └── Enemies (Node2D)
├── Environment (Node2D)
│ ├── TileMaps
│ └── Props
└── UI (CanvasLayer)
└── HUD
```
### 3. 信号驱动架构
使用信号解耦:
```csharp
// 定义信号
[Signal]
public delegate void HealthChangedEventHandler(int current, int max);
// 触发信号
EmitSignal(SignalName.HealthChanged, currentHealth, maxHealth);
// 连接信号
player.HealthChanged += OnHealthChanged;
```
## C# 特定最佳实践
### 类型安全
```csharp
// ✅ 正确:使用强类型
private PlayerController _player;
// ❌ 避免:过度使用 var 导致类型不明确
var player = GetNode("Player"); // Node? PlayerController?
```
### 资源加载
```csharp
// ✅ 推荐:预加载资源
[Export]
public PackedScene EnemyScene { get; set; }
// ⚠️ 运行时加载
var scene = GD.Load<PackedScene>("res://scenes/enemy.tscn");
// ❌ 避免:每帧加载
func _process():
var tex = load("res://sprite.png") # 性能杀手
```
### Godot 4.6 API 变化
```csharp
// Godot 4.5 → 4.6 迁移
// PhysicsRayQuery2D 已弃用
// ❌ 旧版
var query = PhysicsRayQuery2D.Create(from, to);
// ✅ 新版
var query = new PhysicsRayQueryParameters2D
{
From = from,
To = to,
CollisionMask = collisionMask
};
var result = space.IntersectRay(query);
// Dictionary 类型限制
// ❌ Godot.Collections.Dictionary 不支持复杂类型
Godot.Collections.Dictionary<string, EnemyData> dict;
// ✅ 使用 System.Collections.Generic
System.Collections.Generic.Dictionary<string, EnemyData> dict;
```
## 性能优化
### 对象池
```csharp
public class ObjectPool<T> where T : Node, new()
{
private readonly Stack<T> _pool = new();
private readonly PackedScene _scene;
public T Get() => _pool.Count > 0 ? _pool.Pop() : _scene.Instantiate<T>();
public void Return(T obj)
{
obj.GetParent()?.RemoveChild(obj);
_pool.Push(obj);
}
}
```
### 避免常见陷阱
1. **不要在 _Process 中分配内存**
2. **使用 [Export] 而非字符串路径**
3. **批量处理物理操作**
4. **关闭不需要的节点处理**: `ProcessMode = ProcessModeEnum.Disabled`
## 调试技巧
### 自定义调试输出
```csharp
public static class Debug
{
[Conditional("DEBUG")]
public static void Log(string message)
{
GD.Print($"[{Time.GetTimeStringFromSystem()}] {message}");
}
}
```
### 性能分析
```
# 启用调试模式
godot --path . --debug-gd
# 使用内置分析器
Debugger > Profiler > Start
```
## 参考资源
- **Godot 4.6 API 文档**: [references/godot-46-api.md](references/godot-46-api.md)
- **C# 模式**: [references/csharp-patterns.md](references/csharp-patterns.md)
- **常见错误**: [references/common-errors.md](references/common-errors.md)
- **性能指南**: [references/performance.md](references/performance.md)
Interact with GitHub using the gh CLI. Use gh issue, gh pr, gh run, and gh api for issues, PRs, CI runs, and advanced queries.
Multi search engine integration with 16 engines (7 CN + 9 Global). Supports advanced search operators, time filters, site search, privacy engines, and Wolfra...
Use the mcporter CLI to list, configure, auth, and call MCP servers/tools directly (HTTP or stdio), including ad-hoc servers, config edits, and CLI/type generation.
Generate valid Mermaid diagrams like flowcharts, sequence diagrams, mind maps, ER diagrams, or user journeys from text or product descriptions.
YouTube Data API integration with managed OAuth. Search videos, manage playlists, access channel data, and interact with comments. Use this skill when users want to interact with YouTube. For other third party apps, use the api-gateway skill (https://clawhub.ai/byungkyu/api-gateway). Calls run through the maton CLI with OAuth login, or over raw HTTP with a Maton API key where the CLI cannot be installed. Every call is authenticated as the user's connection and reaches only what that connection's authorization allows, which the provider enforces on every request; the endpoints documented here are the ones this skill uses, and any other endpoint of this app needs the user to ask for it by name. Default to read and list calls, and confirm every write or new connection with the user. This file also documents the three constructs that turn a YouTube connection into automation, in the order they are used: the connection (the first step), a hosted function that runs a YouTube action through the Maton SDK, and a trigger that calls that function on a schedule or on an event. Those sections are the platform's own reference text, shared with the api-gateway skill, with YouTube examples; they add no YouTube capability - YouTube is not an event source, a trigger cannot read YouTube data, and the files under references/<source>/triggers.md are the platform's event catalogues for the sources Maton offers (time, Calendly, GitHub, Gmail, HubSpot, Linear, Notion, Slack, Stripe).
GitHub API integration with managed OAuth. Access repositories, issues, pull requests, commits, branches, and users. Use this skill when users want to interact with GitHub repositories, manage issues and PRs, search code, or automate workflows. For other third party apps, use the api-gateway skill (https://clawhub.ai/byungkyu/api-gateway). Calls run through the maton CLI with OAuth login, or over raw HTTP with a Maton API key where the CLI cannot be installed. Every call is authenticated as the user's connection and reaches only what that connection's authorization allows, which the provider enforces on every request; the endpoints documented here are the ones this skill uses, and any other endpoint of this app needs the user to ask for it by name. Default to read and list calls, and confirm every write or new connection with the user. This file also documents the three constructs that turn a GitHub connection into automation, in the order they are used: the connection (the first step), a hosted function that runs a GitHub action through the Maton SDK, and a trigger that calls that function on a schedule or on an event. Those sections are the platform's own reference text, shared with the api-gateway skill, with GitHub examples; they add no GitHub capability - GitHub is itself an event source, so its own events are in references/github/triggers.md, and the files under references/<source>/triggers.md are the platform's event catalogues for the sources Maton offers (time, Calendly, GitHub, Gmail, HubSpot, Linear, Notion, Slack, Stripe).
計画、実装、検証、テストをカバーするコーディング作業のスキルです。
Essential Docker commands and workflows for container management, image operations, and debugging.
データ月:2026-09 · ダウンロード数、スター数、インストール数は公開スキルレジストリ(ClawHub、SkillHub)から月単位で集計しています。詳しくはデータの方法論をご覧ください。