scenario-godot-pipeline-automation
De la autor
Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.
Instalare
npx skills add scenario-labs/skills --skill scenario-godot-pipeline-automation -a claude-code
Se instalează în .claude/skills/scenario-godot-pipeline-automation/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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Verificări de siguranță pe SKILL.md
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De ce 82
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- scenario-godot-expertscenario-labs/skillsUse when an agent drives Godot 4.7 on macOS or Windows for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.Testare★ 1.1K
- scenario-unity-pipeline-automationscenario-labs/skillsUse when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.Testare★ 1.1K
- scenario-godot-gameplayscenario-labs/skillsUse when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.Altele★ 1.1K
- scenario-godot-3d-worldscenario-labs/skillsUse when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.Știință★ 1.1K
- godot-exportgamedev-skills/awesome-gamedev-agent-skillsExport and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.Altele★ 2.8K
- scenario-unreal-pipeline-automationscenario-labs/skillsUse when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.Testare★ 1.1K
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