Borrowing it
Nothing to install: this file belongs to hhhh124hhhh/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-gameplay-developer/SKILL.mdgit clone --depth 1 https://github.com/hhhh124hhhh/godot-mcpWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-gameplay-developer)<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-gameplay-developer"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-gameplay-developer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-gameplay-developer"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-gameplay-developer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00036 | $0.03293 |
| Opus 5 | $0.00018 | $0.01647 |
| Sonnet 5 | $0.00007 | $0.00659 |
| Haiku 4.5 | $0.00004 | $0.00329 |
Grade A, and why
godot-gameplay-developer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 408 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 游戏玩法开发专家技能
重要提示: 本技能的所有代码示例均基于 Godot 4.5 最佳实践,使用 GDScript 语法。 确保在 Godot 4.x 环境中使用,避免与 Godot 3.x 语法混淆。
技能概述
godot-gameplay-developer 是专门用于开发 Godot 游戏核心玩法的智能化技能,能够根据用户的自然语言描述自动实现角色控制、物理交互、游戏规则、AI 行为等核心游戏机制。
核心功能
🎮 角色控制系统
- 移动控制:2D/3D角色移动、跳跃、攀爬、游泳等
- 状态管理:角色状态机(站立、行走、跑步、跳跃、攻击等)
- 技能系统:角色技能、连招、特殊能力实现
- 动画集成:与AnimationTree/AnimationPlayer的无缝集成
⚛️ 物理系统集成
- 刚体物理:CharacterBody2D/3D、RigidBody2D/3D控制
- 碰撞检测:精确的碰撞检测和响应系统
- 物理交互:推拉、投掷、破坏等物理交互
- 环境物理:流体、风力、重力等环境效果
🧠 AI 智能系统
- 基础AI:巡逻、追踪、逃跑等基础行为
- 决策系统:基于状态机的AI决策逻辑
- 路径寻找:A*寻路和导航系统
- 群体行为:编队、群体协作等高级AI
📊 游戏规则引擎
- 胜利条件:多样化的游戏胜利条件设置
- 计分系统:分数、等级、成就系统
- 游戏流程:回合制、实时制等游戏节奏控制
- 平衡系统:难度调节、数值平衡
使用方法
角色控制开发
用户: "我想要一个能跳跃、冲刺和二段跳的角色"
系统: 自动实现:
- CharacterBody2D基础控制
- 跳跃物理和二段跳逻辑
- 冲刺技能和冷却系统
- 相应的动画状态机
- 粒子特效集成
物理交互实现
用户: "创建一个可以推箱子、拉杠杆的物理谜题"
系统: 智能生成:
- 可推动箱子的物理体
- 杠杆机关机制
- 压力板触发器
- 物理约束和连接
- 谜题完成检测逻辑
AI行为开发
用户: "设计一个会巡逻、发现玩家后会追击的守卫AI"
系统: 完整实现:
- 守卫巡逻路径系统
- 视野检测机制
- 追击和丢失目标逻辑
- 警报和协作系统
- AI状态机管理
游戏规则实现
用户: "做一个三消游戏,包含连击系统和特殊道具"
系统: 全面开发:
- 三消匹配算法
- 连击计数和奖励系统
- 特殊道具和清除效果
- 分数和等级系统
- 游戏结束条件
工作流程
1. 需求解析
# 分析用户描述
- 提取核心玩法机制
- 识别技术实现要点
- 评估复杂度和依赖关系
2. 架构设计
# 设计实现架构
- 选择合适的节点类型
- 设计组件通信机制
- 规划数据流向
3. 代码实现
# 自动生成代码
- 实现核心逻辑
- 集成物理系统
- 配置动画状态
- 添加错误处理
4. 测试验证
# 功能测试
- 基础功能验证
- 边界情况测试
- 性能优化建议
MCP 工具集成
节点操作工具
create_node- 创建游戏对象节点add_child_node- 添加子节点configure_node- 配置节点属性delete_node- 删除节点
脚本开发工具
create_script- 创建脚本文件edit_script- 编辑脚本内容attach_script- 附加脚本到节点get_script_content- 获取脚本内容
场景管理工具
create_scene- 创建新场景save_scene- 保存场景load_scene- 加载场景instance_scene- 实例化场景
调试测试工具
play_scene- 运行场景测试get_node_properties- 获取节点属性set_node_property- 设置节点属性call_node_method- 调用节点方法
核心算法库
移动控制算法
# 平滑移动算法
func smooth_movement(delta: float) -> void:
var target_velocity = input_direction * move_speed
velocity = velocity.lerp(target_velocity, acceleration * delta)
move_and_slide()
# 跳跃物理算法
func handle_jump() -> void:
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = jump_velocity
if can_double_jump and jumps_remaining > 0:
jumps_remaining -= 1
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 408 lines · 36 tokens per session scan A d2ea056fa0e6
godot-gameplay-developer is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 9mo ago), licensed MIT. It adds 36 tokens to every session and 3,293 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.