Tippy Entertainment

Godot Engine 3d Developer

开发编程v0.1.0
作者:Tippy Entertainment更新于 2026-05-17godot-engine-3d-developer@clawhub_tippyentertainment/godot-engine-3d-developer
代码生成脚本工具#Developer#Game

据 AlphaMoat 统计,截至 2026-09,Godot Engine 3d Developer 累计下载 2,127 次、获 2 个星标,在全部 5,078 个 AI 技能中排名第 4,340 位,在「开发编程」分类(577 个)中排名第 524 位。

累计安装
240
累计下载
2,127
星标
2
全站排名
#4,340
全站前 86% · 「开发编程」前 91%
平台累计安装累计下载星标评论
ClawHub ↗441,643--
SkillHub ↗2402,1272—

各平台的计数口径不同,统计时间不一致。

这个技能是做什么的

该技能面向 Tasking.tech 平台定义 3D Godot 游戏开发的智能体工作流:智能体不直接访问机器,而是调用技能(如 create_game_task、run_game_build、run_game_tests、register_3d_asset),由后端将任务排入队列、worker 机器执行并回报。涵盖任务与冲刺规划、构建与导出、无头引擎自动化测试与 bug 分诊、资产格式批量转换、场景性能分析与关卡烘焙、需求规格与试玩反馈汇总、Git issue 镜像与发布公告、项目长期记忆等,并强调引用具体文件扩展名与命名规范。

资料发布于 2026-10-27

可以用来做什么

  • 创建并管理 gameplay/level/art/tech/audio/ui/tools 各领域任务,规划冲刺 backlog
  • 触发 windows/linux/mac/web 等平台的 debug/release 构建,查询构建状态与产物
  • 通过无头引擎运行单元/集成/e2e 测试并做 bug 分诊
  • 批量转换 FBX→GLTF 等资产格式,分析场景性能热点,烘焙光照与导航网格
  • 把任务镜像为 Git issue,汇总试玩反馈,保存项目决策到长期记忆

什么时候用

  • 在 Tasking.tech 平台上用智能体规划、构建、测试、发布和维护 3D Godot 项目时
  • 需要把设计需求转成任务、把崩溃日志转成可执行的修复工作时
  • 需要周期性回顾(如“本周做了什么”)聚合任务、构建、测试记录时

示例提示词

以下是根据技能文档生成的示例,不代表实际运行结果。

为 Project Aurora 创建一个 gameplay 领域的 blocker 优先级任务:修复玩家控制器掉帧
把 art/characters/ 下所有 .fbx 转成 .glb,然后分析 level_01.tscn 的性能热点
把这个崩溃日志分诊成 bug 任务,severity 定为 high,并关联到本次构建

月度数据趋势

累计下载2,127
5871,4142,2412026-03 · 累计下载 7012026-05 · 累计下载 1,1462026-06 · 累计下载 1,2822026-07 · 累计下载 1,5362026-08 · 累计下载 1,7202026-09 · 累计下载 2,12726-0326-09
星标2
0122026-03 · 星标 -2026-05 · 星标 22026-06 · 星标 22026-07 · 星标 22026-08 · 星标 22026-09 · 星标 226-0326-09

2026-09 起统计方法调整:同名技能按作者分别统计,并覆盖全部技能。图中虚线为调整前的月份,与之后的数据不直接比较,也不计算跨越调整的增长。

月份累计下载环比星标
2026-092,127—2
2026-081,720+12.0%2
2026-071,536+19.8%2
2026-061,282+11.9%2
2026-051,146—2
2026-03701—-

SKILL.md 原文

以下是作者发布的原始文件,按纯文本显示,本站未做修改或审核;其中的链接不可点击,命令请核实后再运行。抓取于 2026-10-23。

14 KB · ClawHub v0.1.0
---
target: https://tasking.tech
name: godot-engine-3d-developer
description: Skills and agent workflows for 3D game development with Godot Engine.
# `target` is required and should be the top frontmatter key. Use an http(s) URL, e.g. https://tasking.tech
---
# 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.
展开全部(共 523 行)



# 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.

---

「开发编程」分类下的热门技能

数据月份:2026-09 · 下载/星标/安装数聚合自公开技能注册库(ClawHub、SkillHub),按月更新。口径说明见数据方法。