Agent skill

Godot 3D Essentials

by jame581 in jame581/GodotPrompter

Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.

MITAuto-check passedGame Development

Install Godot 3D Essentials

skills CLI
$ npx skills add jame581/GodotPrompter --skill 3d-essentials -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter 3d-essentials --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3d-essentials .claude/skills/3d-essentials && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3d-essentials
GitHub stars
795
Token cost
~3.7k tokens
SKILL.md length
1,629 words
Files
10 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.

  • Works in 11 steps: 3D Coordinate System & Core Nodes → Materials → Lighting → …
  • Setting up lighting, shadows and a WorldEnvironment in a Godot 3D scene
  • SKILL.md covers 1. 3D Coordinate System & Core…, 2. Materials, 3. Lighting and 4. Environment & Post-Processing, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Practical Godot 4.3+ patterns for 3D, with GDScript shown first and C# after it and no deprecated APIs. The skill opens with the right-handed coordinate system, metric units, the convention that cameras and lights point along negative Z, and a table of core nodes: Node3D, MeshInstance3D, Camera3D, the three light types, WorldEnvironment, Decal, GPUParticles3D, CSG shapes and GridMap.

A materials section compares StandardMaterial3D for most PBR objects with ShaderMaterial. Reference files go deeper on environment and post-processing, fog recipes, global illumination, LOD and culling, decals, a renderer comparison, common pitfalls and additions in Godot 4.7. It points to sibling skills for player controllers, physics, cameras, shaders, optimization and animation.

When your agent uses it

  • Setting up lighting, shadows and a WorldEnvironment in a Godot 3D scene
  • Choosing between StandardMaterial3D and ShaderMaterial
  • Adding fog, global illumination or decals to a level
  • Reducing 3D cost with LOD and occlusion culling

Example prompts

  • “Set up a sunlit outdoor scene in Godot 4.3 with DirectionalLight3D shadows and a WorldEnvironment sky.”
  • “Add volumetric fog to my cave level in Godot.”
  • “Which global illumination option suits my small indoor scene, and how do I enable it?”

Requirements

  • Godot 4.3 or newer

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. 3D Coordinate System & Core Nodes
  2. Materials
  3. Lighting
  4. Environment & Post-Processing
  5. Global Illumination
  6. Fog
  7. Decals
  8. Optimization — LOD, Culling, MultiMesh
  9. Renderer Comparison
  10. Common Pitfalls
  11. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org
    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot 3D Essentials loads about 3.7k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 44 tokens; SKILL.md has 1,629 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~44
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,629 words, ~3,739 tokens.

Download SKILL.mdSave it as .claude/skills/3d-essentials/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.
name
3d-essentials
description
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

3D Essentials in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for CharacterBody3D movement, physics-system for 3D collision shapes and raycasting, camera-system for Camera3D follow and transitions, shader-basics for spatial shaders and post-processing, godot-optimization for 3D performance tuning, animation-system for AnimationTree and 3D animation blending.


1. 3D Coordinate System & Core Nodes

Coordinate System

Godot uses a right-handed coordinate system with metric units (1 unit = 1 meter):

AxisDirectionColor
XRightRed
YUpGreen
ZOut of screen (+Z toward viewer)Blue

Cameras and lights point along -Z by default. When a character "faces forward," they look along -Z.

Essential 3D Nodes
NodePurpose
Node3DBase transform node — position, rotation, scale
MeshInstance3DDisplays a mesh with a material
Camera3DRequired to render 3D — perspective or orthogonal
DirectionalLight3DSun/moon — parallel rays, cheapest light
OmniLight3DPoint light — emits in all directions
SpotLight3DCone light — flashlights, spotlights
WorldEnvironmentSky, fog, tonemap, post-processing
DecalProjected texture onto surfaces
GPUParticles3DGPU-driven particle effects
CSGBox3D etc.Constructive Solid Geometry — prototyping
GridMap3D tile-based level building

Godot 4.7+: GridMap exposes its internal octants for spatial queries (cell_octant_size, get_used_octants(), get_octants_in_bounds() and friends) so you can scope work to a region instead of walking every cell. CSGShape3D gains autosmooth / smoothing_angle for automatic face smoothing. Full method table and semantics: references/godot-4.7-additions.md

Minimal 3D Scene
World (Node3D)
├── Camera3D
├── DirectionalLight3D
├── WorldEnvironment
├── MeshInstance3D (floor)
└── MeshInstance3D (player model)

2. Materials

StandardMaterial3D vs ShaderMaterial
MaterialUse ForNotes
StandardMaterial3DMost 3D objects — PBR workflowNo code; Inspector-driven
ORMMaterial3DSame as Standard but with packed ORM textureOcclusion+Roughness+Metallic in one texture
ShaderMaterialCustom effects — toon, water, dissolveRequires spatial shader code
Key StandardMaterial3D Properties

The PBR core: albedo_color / albedo_texture (base color), metallic (0 dielectric → 1 metal), roughness (0 mirror → 1 matte), normal_map (surface detail), ao_texture (ambient occlusion). Add emission + emission_energy_multiplier for self-illumination, heightmap_texture for parallax, rim / clearcoat for material flair.

Transparency Modes

Prefer Alpha Scissor (fast, shadowed cutouts) or Alpha Hash (dithered — hair) over plain Alpha (slow, no shadows); Depth Pre-Pass suits mostly-opaque meshes with transparent edges.

See references/materials-and-lighting-recipes.md for the comparison table.

Setting Materials from Code & Material Instancing

Create a StandardMaterial3D at runtime, assign to mesh.material_override, and drive emissive flashes via Tween. Use .duplicate() to make per-instance copies so changing one mesh's material doesn't affect others.

See references/materials-and-lighting-recipes.md for the full GDScript and C# recipes (basic material setup, emissive flash, per-instance duplicate, dynamic OmniLight3D explosion).


3. Lighting

Light Types Comparison
LightShapeShadowsCostMax Visible
DirectionalLight3DParallel raysPSSMCheapest8 (Forward+)
OmniLight3DSphereCube/Dual ParaboloidMedium512 clustered*
SpotLight3DConeSingle textureCheap512 clustered*
AreaLight3D (4.7+)RectanglePCSS softMost expensive—

*Forward+ shares 512 clustered element slots among omni lights, spot lights, decals, and reflection probes.

Light Properties

Key knobs: light_color, light_energy (HDR — values >1 are valid), shadow_enabled (big perf hit), directional_shadow_mode, directional_shadow_max_distance (lower = sharper shadows).

See references/materials-and-lighting-recipes.md for the properties table and the GDScript + C# sun setup snippet.

AreaLight3D (Godot 4.7+)

AreaLight3D emits light from a rectangle along the node's -Z — neon tubes, screens, softbox panels — with PCSS soft shadows driven by light_size. Key properties: area_size = Vector2(1, 1) (meters), area_range = 5.0, area_attenuation = 1.0 (2.0 = physically accurate inverse square), area_normalize_energy = true (resizing keeps total output stable), optional area_texture for textured emission (Forward+/Mobile only). Mobile support is limited and Compatibility cannot cast area-light shadows; in Forward+, a single visible area light adds clustered-lighting cost to all rendered objects — reserve for cinematics or high-end targets.

See references/materials-and-lighting-recipes.md for the full property table and the GDScript + C# setup recipe.

Dynamic Point Light

Spawn an OmniLight3D at runtime, drive its energy with a tween, queue-free on completion. Common for explosions, muzzle flashes, magic effects.

See references/materials-and-lighting-recipes.md for the full GDScript and C# recipe.

Shadow Configuration & Bake Modes

Prefer shadow_normal_bias over shadow_bias against acne; keep directional_shadow_max_distance at the minimum needed (50–100 m typical). Bake modes: Disabled (fully real-time, default), Static (fully baked, no runtime cost), Dynamic (indirect baked, direct real-time).

See references/materials-and-lighting-recipes.md for the shadow-tuning table and the bake-modes table.


4. Environment & Post-Processing

Configure global rendering — sky background, tonemapping, glow, SSR, SSAO/SSIL/SDFGI, depth-of-field — through a WorldEnvironment node holding an Environment resource. Pick a tonemap (Linear, Reinhard, Filmic, ACES, or AgX) on the Environment resource. Forward+ enables SSAO, SSIL, SSR, and SDFGI; mobile/compatibility renderers omit these.

See references/environment-and-post.md for the full setup recipes (sky options, tonemap modes, all post-processing effects, the 4.6+ glow-before-tonemapping pipeline change, AgX tonemap_white / tonemap_contrast controls, and the 4.6+ SSR quality upgrade).

Godot 4.7+: display/window/hdr/request_hdr_output (default false, promoted to a basic project setting) requests HDR display output for the main window and editor where supported, auto-switching between HDR and SDR as screens or system settings change; it forces Viewport.use_hdr_2d on for the main viewport (other SubViewports must enable it themselves). Read only at startup — toggle Window.hdr_output_requested at runtime.

⚠️ Changed in Godot 4.7: The rendering/reflections/sky_reflections/roughness_layers default changed from 7 to 8, altering sky-reflection roughness mip distribution for projects that left it at the default. Set it back to 7 to keep the 4.6 output. See the 4.7 migration guide.

5. Global Illumination

Five GI options trade quality for cost: none (ambient only) → ReflectionProbe (localized) → LightmapGI (best quality, baked) → VoxelGI (small/medium dynamic) → SDFGI (large open-world). VoxelGI/SDFGI/LightmapGI require Forward+. The 4.5+ subsections below (Specular Occlusion, Bent Normal Maps) stay inline because they apply across GI methods.

See references/global-illumination.md for the methods comparison table, ReflectionProbe scene + code recipe, LightmapGI bake workflow, and SDFGI configuration.

Specular Occlusion from Ambient Light (Godot 4.5+)

Godot 4.5+ automatically computes specular occlusion from the ambient light probe when LightmapGI, VoxelGI, or SDFGI is active. Prevents unrealistically bright speculars in areas that receive little indirect light (under eaves, inside crevices, in corners). No API change — re-bake after upgrading to see the improvement on metallic / low-roughness surfaces. ReflectionProbe alone does not provide specular occlusion.

Show full SKILL.md (678 more words)Show less
Bent Normal Maps (Godot 4.5+)

Bent normal maps encode the mean unoccluded direction from each texel — the average direction toward open sky across the hemisphere. When assigned to the Bent Normal slot on StandardMaterial3D, Godot uses this information to improve indirect lighting directionality and specular occlusion accuracy. The result is more realistic ambient lighting on complex surfaces like cloth, carved stone, or organic shapes.

Inspector setup: In StandardMaterial3D, enable Bent Normal → assign your tangent-space bent normal texture (baked from Marmoset, Substance, or xNormal).

Most visible on: materials that combine low roughness or high metallic values with baked GI (LightmapGI / VoxelGI / SDFGI). On fully rough dielectric surfaces the benefit is subtler. Use on hero assets; skip on background geometry.

See references/materials-and-lighting-recipes.md for the runtime-assignment GDScript + C# code path (the Inspector setup above is the typical case).


6. Fog

Three layers: depth/height fog set on WorldEnvironment.environment (cheap, all renderers), volumetric fog (Forward+ only — godrays through depth), and FogVolume nodes for localized fog effects (interior rooms, pits, atmospheric volumes).

See references/fog-recipes.md for the full GDScript and C# recipes — depth/height fog setup, volumetric fog parameters and performance notes, and FogVolume placement.

⚠️ Changed in Godot 4.7: Volumetric fog is now blended using transmittance instead of opacity, so existing volumetric fog can look different after upgrading. Enable the project setting rendering/environment/fog/use_legacy_blending (default false) to restore the previous behavior. See GH-119414.

7. Decals

Decal nodes project a texture onto whatever surfaces fall within their bounding box — bullet holes, blood splatter, ground details, signage. All renderers support decals; performance scales with overdraw and decal count.

See references/decals.md for the scene setup, runtime spawning recipe (GDScript + C#), and the per-renderer decal limits.


8. Optimization — LOD, Culling, MultiMesh

Four tools: automatic mesh LOD (set on import or per MeshInstance3D), manual VisibilityRange for staged swaps, occlusion culling via OccluderInstance3D, and MultiMeshInstance3D for thousands of identical meshes in one draw call.

See references/lod-and-culling.md for setup recipes for each tool plus the MultiMesh runtime population example.

9. Renderer Comparison

Pick the renderer before you build the look: Forward+ (desktop default) is the only one with SDFGI and volumetric fog, Mobile trades those for performance on tile-based GPUs, and Compatibility (GLES3-class) drops most advanced lighting entirely. Advice that assumes SDFGI silently fails on the other two.

Full feature-by-renderer table and selection guidance: references/renderer-comparison.md


10. Common Pitfalls

Quick symptom → cause → fix table covering black scenes, dark objects without ambient light, shadow acne and peter-panning, popping shadows, flat materials, invisible decals, transparency sorting artifacts, SDFGI light leaking, missing volumetric fog, and invisible MultiMesh instances.

See references/common-pitfalls.md for the full table.


11. Implementation Checklist

  • Scene has Camera3D, at least one light source, and WorldEnvironment
  • Environment has a sky material (procedural or HDR panorama) for ambient and reflected light
  • Tonemap mode is set (Filmic or ACES for realistic look, AgX for physically accurate)
  • DirectionalLight3D has shadows enabled with shadow_normal_bias tuned to prevent acne
  • directional_shadow_max_distance is set to the minimum needed (50–100m typical)
  • Static geometry uses StandardMaterial3D with appropriate PBR textures (albedo, normal, roughness, metallic)
  • Transparent materials use Alpha Scissor or Alpha Hash instead of Alpha where possible (performance + shadows)
  • ReflectionProbes are placed in rooms/areas with reflective surfaces
  • GI method chosen based on project needs (LightmapGI for static, SDFGI for large dynamic, VoxelGI for small dynamic)
  • Mesh LOD is enabled on import (default for glTF/Blend — verify OBJ files)
  • Occlusion culling is enabled and baked for scenes with heavy occlusion (indoor, urban)
  • MultiMeshInstance3D is used for instanced geometry (grass, trees, props) instead of individual nodes
  • Renderer matches target platform (Forward+ desktop, Mobile mobile, Compatibility web)
  • Projects using LightmapGI/VoxelGI/SDFGI take advantage of automatic specular occlusion by upgrading to Godot 4.5+ (no API change required)
  • Hero assets with complex surface detail use bent normal maps in the StandardMaterial3D Bent Normal slot for improved indirect lighting (Godot 4.5+)
  • After upgrading to Godot 4.6, glow settings are re-tuned if appearance has changed (glow now runs before tonemapping)
  • AgX tonemap_white and tonemap_contrast are adjusted when using AgX tonemapper for precise look control (Godot 4.6+)
  • After upgrading to Godot 4.7, volumetric fog and sky reflections are re-checked (fog blending and the roughness_layers default changed)

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 9 other files (references) in skills/3d-essentials of jame581/GodotPrompter.

  • SKILL.md
  • references/common-pitfalls.md
  • references/decals.md
  • references/environment-and-post.md
  • references/fog-recipes.md
  • references/global-illumination.md
  • references/godot-4.7-additions.md
  • references/lod-and-culling.md
  • references/materials-and-lighting-recipes.md
  • references/renderer-comparison.md

Open the folder on GitHubat commit 1e7d79d

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Works with

Questions about Godot 3D Essentials

What does Godot 3D Essentials do?

Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second. 3+ patterns for 3D, with GDScript shown first and C# after it and no deprecated APIs. The skill opens with the right-handed coordinate system, metric units, the convention that cameras and lights point along negative Z, and a table of core nodes: Node3D, MeshInstance3D, Camera3D, the three light types, WorldEnvironment, Decal, GPUParticles3D, CSG shapes and GridMap.

When should I use Godot 3D Essentials?

Godot 3D Essentials fits situations like: setting up lighting, shadows and a WorldEnvironment in a Godot 3D scene; choosing between StandardMaterial3D and ShaderMaterial; adding fog, global illumination or decals to a level; reducing 3D cost with LOD and occlusion culling.

How do I install Godot 3D Essentials in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill 3d-essentials -a claude-code`. Or copy the skill folder (skills/3d-essentials in jame581/GodotPrompter) into .claude/skills/3d-essentials in your project. Claude Code loads it when a task matches its description.

How do I install Godot 3D Essentials in Codex?

Run `npx skills add jame581/GodotPrompter --skill 3d-essentials -a codex`. Or copy the skill folder (skills/3d-essentials in jame581/GodotPrompter) into .agents/skills/3d-essentials in your project. Codex loads it when a task matches its description.

Can I use Godot 3D Essentials in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill 3d-essentials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-essentials, .gemini/skills/3d-essentials, .github/skills/3d-essentials and .opencode/skills/3d-essentials in your project.

What does Godot 3D Essentials need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot 3D Essentials is instructions for the agent only. Our summary lists: Godot 4.3 or newer.

Does Godot 3D Essentials access the network?

SKILL.md names 2 domains. As links in the text: docs.godotengine.org and github.com. This is read from the text; nothing was executed.

Is Godot 3D Essentials safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot 3D Essentials use?

Godot 3D Essentials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot 3D Essentials use?

About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8k tokens, read only when the agent opens those files.

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Who maintains Godot 3D Essentials?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.