Agent skill

Godot Genre Shooter

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Shooter

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-shooter --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-shooter .claude/skills/godot-genre-shooter && 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
godot-genre-shooter
GitHub stars
821
Token cost
~2.4k tokens
SKILL.md length
651 words
Files
12 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel.

  • Works in 3 steps: soft_lock_aim_assist.gd —… → cover_validator_rays.gd — cover / peek… → tps_camera_spring_arm.gd — SpringArm3D…
  • Third-person/cover shooters and hybrids
  • SKILL.md covers Core Loop, NEVER Do (TPS / hybrid), MANDATORY scripts (non-FPS… and Decision trees, plus 4 more sections
  • Tasks that involve Game development

What it does

Godot Genre Shooter is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, softlock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including scripts and reference files (for example `references/advanced-meta-systems.md`, `references/migration-notes.md` and `references/tps-gunplay-core.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Third-person/cover shooters and hybrids
  • Tasks that involve Game development

Example prompts

  • “/godot-genre-shooter”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. soft_lock_aim_assist.gd — controller/hybrid assist & sticky aim
  2. cover_validator_rays.gd — cover / peek validity rays
  3. tps_camera_spring_arm.gd — SpringArm3D TPS camera collision

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 8 files in scripts/, which the agent can run.

    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

    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 Genre Shooter loads about 2.4k tokens when it runs, and up to ~4.3k if it reads all its reference files. Until then it costs about 84 tokens; SKILL.md has 651 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~84
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.3k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 651 words, ~2,432 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-shooter/SKILL.md (or your agent's skills folder). This skill also uses 11 other files; get the full folder from GitHub.
name
godot-genre-shooter
description
Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

Core Loop

Engage → Aim (soft-lock/cover) → Fire → Confirm → Acquire Next

NEVER Do (TPS / hybrid)

  • NEVER put FPS viewmodel/bob/look recipes in this skill — route to shooter-fps.
  • NEVER use _process() for hit registration — _physics_process + space-state queries.
  • NEVER trust the client for authoritative hits — server validate / rewind.
  • NEVER use Area3D overlap for bullets — ray / shape queries.
  • NEVER hardcode weapon stats in logic — WeaponData Resources.
  • NEVER skip excluding the shooter's RID on queries.
  • NEVER use TCP for shooter net sync — ENet/UDP.

MANDATORY scripts (non-FPS paths)

Read before implementing the matching system:

  1. soft_lock_aim_assist.gd — controller/hybrid assist & sticky aim
  2. cover_validator_rays.gd — cover / peek validity rays
  3. tps_camera_spring_arm.gd — SpringArm3D TPS camera collision

Also available: advanced_weapon_controller.gd (shared weapon controller — prefer FPS skill for FPS feel), shooter_patterns.gd, projectile.gd, weapon_recoil_pattern.gd (spray Resource), lag_compensator.gd (server rewind).

Decision trees

Camera / stance
NeedAction
Over-shoulder TPStps_camera_spring_arm.gd
Cover check before peek-firecover_validator_rays.gd
Soft-lock / assistsoft_lock_aim_assist.gd
True FPS digsite→ godot-genre-shooter-fps
Fire mode
NeedAction
Hitscan / projectile theoryShared WeaponData + space-state; FPS implementation details in shooter-fps
Pooled projectilesprojectile.gd / patterns script
Explosion radiusShapeCast3D pattern in shooter_patterns.gd
Net
NeedAction
Client juicePredict tracers locally
DamageServer authoritative; show no-reg on mismatch
Net rewind / lag complag_compensator.gd + advanced-meta-systems.md
Learnable sprayweapon_recoil_pattern.gd

Weapon selection (short)

Hitscan for rifles/SMGs; physical projectiles for rockets/arrows; balance in WeaponData Resources (.tres), never hardcoded on nodes.

ArchetypeROFDamageImplementation
SMGHighLowHitscan + tight vertical spray
SniperLowHighHitscan + tracer
ShotgunBurstMediumMulti-pellet spread, <10m
RocketSlowHighprojectile.gd + shape AoE

Gunplay theory → tps-gunplay-core.md. Net rewind → advanced-meta-systems.md.

Recoil and feel (WHY)

Apply kick to camera rotation and spread bloom, not weapon mesh alone. Learnable spray via weapon_recoil_pattern.gd. Layer gunfire: mechanical + shot + reverb tail on separate 3D players.

Multiplayer (short)

Client predicts VFX/tracers; server validates hits (rpc + rewind). Never trust client damage. ENet/UDP, not TCP. Server wins on mismatch — show no-reg feedback.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Show full SKILL.md (321 more words)Show less
Official Documentation
  • Ray-casting — PhysicsDirectSpaceState3D.intersect_ray hitscan queries, exceptions, and collision masks for frame-rate-independent fire.
  • Physics introduction — layers/masks, _physics_process timing, and body types that keep hit registration deterministic.
  • PhysicsDirectSpaceState3D — direct intersect_ray / intersect_shape for high-frequency shots without RayCast3D node overhead.
  • PhysicsRayQueryParameters3D — from/to, exclude RIDs, and collision_mask for shooter-owned hitscan queries.
  • CharacterBody3D — move_and_collide projectile bodies with gravity, bounce, and lifetime.
  • SpringArm — collision-aware TPS camera boom and shoulder offset without clipping into cover.
  • Using decals — perspective-correct bullet holes and impact marks instead of Sprite3D billboards.
  • Controllers, gamepads, and joysticks — stick look input that aim-assist friction/magnetism modulates.
  • High-level multiplayer — RPC authority and unreliable modes for fire events with server-validated hits.
  • Camera3D — FOV punch, aim rays from -global_basis.z, and h_offset for TPS shoulder swap.
  • PhysicsShapeQueryParameters3D — sphere/shape queries for rocket/grenade AoE without Area3D spam.
  • AudioStreamPlayer3D — layered shot/mechanical/tail players for punchy spatial gunfire.
Prerequisites
  • godot-physics-3d — CharacterBody3D/RigidBody3D, collision layers, and direct space queries that hitscan and projectiles depend on.
  • godot-input-handling — look/fire/reload action maps and gamepad stick curves before aim assist and recoil kick.
  • godot-camera-systems — FPS/TPS camera rigs, FOV, and SpringArm patterns that weapon kick and soft-lock rotate.
  • godot-project-foundations — Resource-based WeaponData, scene structure, and import defaults before balancing archetypes.
Complements
  • godot-combat-system — damage events, hit zones, and health pipelines that consume shooter take_damage results.
  • godot-raycasting-queries — reusable ray/shape query helpers for cover checks, LOS, and hitscan without duplicating query setup.
  • godot-audio-systems — bus routing and 3D attenuation for mechanical + shot + reverb-tail gunfire layers.
  • godot-multiplayer-networking — ENet peers, RPC modes, and authority so fire is predicted client-side and damage is server-validated.
  • godot-adapt-single-to-multiplayer — prediction, reconciliation, and lag-compensation shells around hitscan validation.
  • godot-particles — muzzle flash, tracers, and impact bursts that sell gunplay without blocking the fire path.
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. 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 11 other files (scripts, references) in skills/godot-genre-shooter of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/advanced-meta-systems.md
  • references/migration-notes.md
  • references/tps-gunplay-core.md
  • scripts/advanced_weapon_controller.gd
  • scripts/cover_validator_rays.gd
  • scripts/lag_compensator.gd
  • scripts/projectile.gd
  • scripts/shooter_patterns.gd
  • scripts/soft_lock_aim_assist.gd
  • scripts/tps_camera_spring_arm.gd
  • scripts/weapon_recoil_pattern.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Shooter next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Genre Shooter compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Shooter this skillthedivergentai/GD-Agentic-Skills821—~2.4kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Shooter

What does Godot Genre Shooter do?

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Godot Genre Shooter is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel.

When should I use Godot Genre Shooter?

Godot Genre Shooter fits situations like: third-person/cover shooters and hybrids; tasks that involve Game development.

How do I install Godot Genre Shooter in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter -a claude-code`. Or copy the skill folder (skills/godot-genre-shooter in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-shooter in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Shooter in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter -a codex`. Or copy the skill folder (skills/godot-genre-shooter in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-shooter in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Shooter 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 thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-shooter, .gemini/skills/godot-genre-shooter, .github/skills/godot-genre-shooter and .opencode/skills/godot-genre-shooter in your project.

What does Godot Genre Shooter need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Shooter is instructions for the agent only.

Does Godot Genre Shooter access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Shooter 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Shooter use?

Godot Genre Shooter is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Shooter use?

About 2.4k tokens (SKILL.md is roughly 9.7k 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 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Shooter?

Skills that share tags, products or a category with Godot Genre Shooter: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Shooter?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.