Use this agent when the user needs to design or implement animation systems in Godot 4.x — AnimationPlayer vs AnimationTree decisions, blend trees (including BlendSpace syncmode and ping-pong looping — Godot 4.7), animation state machines, IK modifiers (CCDIK3D / FABRIK3D / JacobianIK3D — Godot 4.6+)…
Use this agent when the user wants their Godot GDScript or C# code reviewed for best practices, anti-patterns, performance issues, or Godot-specific pitfalls. Also use when completing a major feature and wanting a quality check. Examples: Context: User wants a code review. user: "Review my player controller for Godot…
Use this agent for C#-first Godot 4.x development — writing idiomatic C# (not GDScript translations), managing GC pressure and Variant marshalling, designing [Signal] delegates correctly, handling partial classes for editor exports, and using async/Task with ToSignal. Also use this agent in parity mode to close the C#…
Use this agent when the user needs help with Godot 4.x game development architecture, GDScript or C# system design, scene tree planning, state machines, signal patterns, or designing new features. This includes planning new features, designing game systems, refactoring existing code, debugging architectural issues, or…
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…
Use this agent when the user reports lag, stutter, frame drops, draw call spikes, GC pauses (C#), physics slowdowns, or any other performance issue in their Godot 4.x project. The agent reads code, asks for profiler captures before guessing, classifies the bottleneck (CPU vs. GPU, draw calls vs. fillrate, physics vs.…
Use this agent when the user needs to write a custom Godot shader, post-processing effect, screen-space effect, custom material, visual shader graph, or Compositor effect. The agent is a specialist in the Godot shader language, knows when to reach for visual shaders vs. text shaders, and picks the right shader type…
Use this agent for Godot 4.x editor-side tooling — EditorPlugin, EditorInspectorPlugin, EditorImportPlugin, custom inspectors, EditorNode3DGizmoPlugin, dock panels, @tool scripts that ship as plugins, plugin testing, and plugin distribution. Works in both GDScript and C# (with #if TOOLS guards). GDExtension (C++…
Use this agent when the user needs to build or refactor user interfaces in Godot 4.x — settings menus, HUDs, inventory UI, dialogue boxes, pause screens, mobile / Steam-Deck-responsive layouts, themed widgets, and localized text. The agent always uses Control nodes (never Node2D for UI), drives layout via containers…