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Agent Skill · 效率

godot-engine-3d-developer(Godot 引擎 3D 开发人员)

godot-engine-3d-developer 用于补充效率相关能力,适合在 OpenClaw 中需要让 Agent 承接效率相关任务时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-engine-3d-developer 是效率类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为需要联网;许可证为 MIT-0,第三方扫描有提醒项,按安装量在效率类的 21,003 个 Skill 里排第 3,369。

总安装 17,805周安装 757GitHub Stars 公开资料未说明下载 6,238核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
0.1.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-engine-3d-developer(Godot 引擎 3D 开发人员)
来源仓库:https://github.com/tippyentertainment/godot-engine-3d-developer
安装命令:
openclaw skills install godot-engine-3d-developer
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install godot-engine-3d-developer

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

支持使用 Godot Engine 进行 3D 游戏开发的技能和工作流程。适用于 OpenClaw 中游戏开发项目的效率提升。通过 clawhub 安装,使用 openclaw skills install godot-engine-3d-developer 命令部署。注意项目依赖和环境配置,确保开发流程顺畅。

适用宿主包括 OpenClaw,接入前应确认版本、权限和运行环境要求。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install godot-engine-3d-developer;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

godot-engine-3d-developer 怎么安装?

在终端执行 openclaw skills install godot-engine-3d-developer。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-engine-3d-developer 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-engine-3d-developer 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

godot-engine-3d-developer 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

godot-engine-3d-developer 用的人多吗?

公开数据是累计安装 17,805 次,近一周安装 757 次,下载 6,238 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-engine-3d-developer 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理效率类任务、又不想每次都手写提示词的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
godot-engine-3d-developer

Godot 引擎 3D 开发人员 · 本页

17,805—需要联网MIT-0有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

target
https://tasking.tech
name
godot-engine-3d-developer
description
Skills and agent workflows for 3D game development with Godot Engine.

Provided by TippyEntertainment

https://github.com/tippyentertainment/skills.git

This skill is designed for use on the Tasking.tech agent platform (https://tasking.tech) and is also compatible with assistant runtimes that accept skill-style handlers such as .claude, .openai, and .mistral. Use this skill for both Claude code and Tasking.tech agent source.

3D Godot Engine - Game Developer – Agent Skills

These skills define what the Taskingbot agent can do for 3D game development. Each skill should be implemented as an internal tasking.tech API or workflow. The model only sees these skills as tools with JSON parameters.


0. Concepts

  • Project – A game project (e.g., Project Aurora).
  • Area – High‑level discipline: gameplay, level, art, tech, audio, ui, tools.
  • Build – A compiled game binary for a specific platform (PC, Web, Console, etc.).
  • Worker – Build/test machines (local or CI) that pull jobs from tasking.tech.

The agent never accesses machines directly. It calls skills → backend enqueues jobs → workers execute and report back.


0.1 File Types & Formats (Authoritative)

The agent should talk about files using explicit extensions and typical paths. It never reads files directly; it references them by repo path or storage id.

Scripts

  • .gd – GDScript files (gameplay logic, tools, tests).
  • .cs – C# scripts.
  • .tscn – Text scene files (levels, prefabs, UI).
  • .escn – Text scenes exported from DCC tools or intermediate pipelines.

3D / Geometry

  • .blend – Blender source scenes and models.
  • .fbx – Rigged/animated meshes from DCC tools.
  • .gltf / .glb – Preferred interchange for static and animated assets.
  • .obj – Legacy static meshes.

Textures & Materials

  • .png, .jpg – General textures (albedo, masks, UI).
  • .tga, .tif – High‑quality or linear textures.
  • Common naming patterns the agent should respect:

- _albedo, _basecolor, _normal, _roughness, _metallic, _ao.

Audio

  • .wav – Source and high‑quality SFX/VO.
  • .ogg, .mp3 – Compressed in‑game audio and music.

Shaders

  • .shader – Godot shader files.
  • .gdshader – Godot visual shader files (text representation).

Data & Config

  • .json, .yml, .yaml – Game data, build configs, pipelines.
  • .cfg, .ini – Engine or tool configuration.

Guidelines for the agent:

  • Mention specific extensions in tasks (e.g. “refactor player_controller.gd”,

“convert all .fbx in art/characters/ to .glb”).

  • Keep existing naming conventions and folder layouts when proposing changes.
  • Use source_extension, target_extension, explicit file names and source_path

in skill parameters when relevant.

Files to create

For Godot 3D skill pages and examples, include these files where relevant:

  • SKILL.md — must include YAML frontmatter with name and description
  • README.md — short skill overview (optional)
  • Scenes: .tscn (Text scene files)
  • Scripts: .gd, .cs
  • 3D assets: .glb/.gltf, .fbx, .blend
  • Textures: .png, .jpg, .tga
  • Shaders: .shader

1. Planning & Task Management

create_game_task

Create a new task for the 3D game team.

Parameters

  • title (string, required) – Short, actionable task title.
  • area (string, required) – One of: gameplay, level, art, tech, audio, ui, tools.
  • project_id (string, required) – Internal project identifier.
  • description (string, optional) – Design/technical details, links, acceptance criteria.
  • priority (string, optional) – low, medium, high, blocker.
  • due_date (string, optional, ISO 8601).
  • assignee (string, optional) – User id or handle.
  • labels (array of string, optional).

Behavior

  • Creates a task in the project management system.
  • Returns task_id and canonical task data.

update_game_task

Update a game task.

Parameters

  • task_id (string, required).
  • Any of: title, status, priority, due_date, assignee, labels, area, description.

Behavior

  • Applies partial updates.
  • Returns updated task summary.

list_game_tasks

List tasks matching filters.

Parameters

  • project_id (string, required).
  • status (string, optional) – e.g. todo, in_progress, review, done.
  • area (string, optional).
  • label (string, optional).
  • due_before (string, optional, ISO).
  • limit (integer, optional, default 50).

Behavior

  • Returns an array of lightweight task summaries for planning and status reports.

plan_game_sprint

Create a sprint backlog for a fixed period.

Parameters

  • project_id (string, required).
  • duration_days (integer, required).
  • goals (array of string, required) – High‑level sprint goals.
  • capacity_notes (string, optional) – Team availability, constraints.

Behavior

  • Creates a sprint object, attaches relevant tasks (or placeholders) and returns sprint_id plus initial task list.

2. Builds & Exports

Assumes engine build workers using headless/CLI export (e.g., Godot 4.x --headless --export-release).

run_game_build

Trigger a game build on a worker.

Parameters

  • project_id (string, required).
  • branch (string, required).
  • platform (string, required) – e.g. windows, linux, mac, web, console_devkit.
  • build_type (string, required) – debug or release.
  • build_preset (string, optional) – Engine export preset name or CI preset id.
  • notes (string, optional) – Context for changelog.

Behavior

  • Enqueues a build job.
  • Returns build_id.

check_game_build_status

Query build status and logs.

Parameters

  • build_id (string, required).

Behavior

  • Returns:

- status: queued, running, failed, succeeded. - summary: short text. - log_excerpt: last N lines. - artifacts: list of artifact ids/URLs (installer, zip, symbols, etc.).


publish_playtest_build

Mark a build as ready for playtest and distribute.

Parameters

  • project_id (string, required).
  • build_id (string, required).
  • channel (string, required) – internal, closed_beta, public_demo.
  • notes (string, optional) – Release notes.

Behavior

  • Links build to the chosen channel, posts notifications, and returns distribution info.

3. Automated Testing & QA

run_game_tests

Run automated tests (unit/integration/e2e) through headless engine or separate harness.

Parameters

  • project_id (string, required).
  • branch (string, required).
  • suite (string, required) – all, unit, integration, performance, smoke.
  • target_platform (string, optional).

Behavior

  • Enqueues a test job on workers.
  • Returns test_run_id.

check_test_results

Get results of a test run.

Parameters

  • test_run_id (string, required).

Behavior

  • Returns:

- status: queued, running, failed, passed, partial. - summary: passes/fails, key metrics. - report_ids: links to detailed reports (JUnit, HTML, etc.). - log_excerpt: short snippet of failing tests or stack traces.


triage_game_bug

Turn logs + repro into actionable work.

Parameters

  • project_id (string, required).
  • title (string, required).
  • log_text (string, required) – Crash log, stack trace, console output.
  • repro_steps (string, optional).
  • severity (string, required) – low, medium, high, blocker.
  • build_id (string, optional).
  • area (string, optional).

Behavior

  • Creates one or more tasks (e.g., tech + art), links them to the build and test run if present.
  • Returns created task_ids and a triage summary.

4. Assets, Levels & Performance

register_3d_asset

Register/import a 3D asset into the game pipeline.

Parameters

  • project_id (string, required).
  • asset_name (string, required).
  • source_path (string, required) – e.g. art/characters/hero/hero_v03.fbx.
  • category (string, required) – environment, character, prop, fx, vehicle, weapon.
  • source_extension (string, required) – e.g. fbx, gltf, glb, blend, obj.
  • target_extension (string, optional) – e.g. glb, tscn.
  • usage_notes (string, optional).

Behavior

  • Records asset metadata and desired conversion.
  • May trigger import/conversion scripts on workers.
  • Returns asset_id.

convert_asset_format

Batch‑convert assets between formats (e.g., FBX → GLTF).

Parameters

  • project_id (string, required).
  • input_extension (string, required).
  • output_extension (string, required).
  • path_pattern (string, required) – Glob or repo path pattern (e.g., art/characters/**/*.fbx).
  • options (object, optional) – Tool‑specific flags (scale, axis, animation import, etc.).

Behavior

  • Enqueues conversion jobs on workers.
  • Returns conversion_job_id and later status/summary.

analyze_scene_performance

Analyze scene complexity to guide optimization.

Parameters

  • project_id (string, required).
  • scene_path (string, required) – Engine‑relative path (e.g., res://scenes/levels/level_01.tscn).
  • platform (string, optional).

Behavior

  • Runs a worker job to collect stats (draw calls, mesh/tri counts, texture usage).
  • Returns a raw metrics object and a summarized “hotspots” list.

bake_level_content

Bake lighting, probes, navmesh, or similar offline steps via an automation scene.

Parameters

  • project_id (string, required).
  • scene_path (string, required).
  • bake_types (array of string, required) – e.g. ["light", "navmesh", "occlusion"].

Behavior

  • Enqueues a bake job, returns bake_id and later status/metrics.

5. Design & Documentation

generate_feature_spec

Generate and store a lightweight feature spec / GDD section.

Parameters

  • project_id (string, required).
  • feature_title (string, required).
  • summary (string, required) – Designer’s description.
  • constraints (string, optional) – Platforms, budgets, deadlines.

Behavior

  • Creates a spec document (template: overview, mechanics, UX, technical notes, acceptance criteria).
  • Optionally auto‑creates create_game_task entries linked to this spec.
  • Returns spec_id and any created task_ids.

summarize_playtest_feedback

Condense raw playtest notes into insights and tasks.

Parameters

  • project_id (string, required).
  • feedback_items (array of string, required) – Individual notes or doc ids.
  • build_id (string, optional).
  • segment (string, optional) – Player segment or test type.

Behavior

  • Groups issues by theme (controls, difficulty, UX, performance, bugs).
  • Returns:

- key problems and opportunities, - recommended changes, - optionally auto‑created task_ids for critical issues.


6. Git, CI & Collaboration

create_issue_from_game_task

Mirror a task into the Git hosting platform.

Parameters

  • task_id (string, required).
  • repo (string, required).
  • labels (array of string, optional).
  • include_logs (boolean, optional, default false).

Behavior

  • Creates an issue/ticket with links back to tasking.tech and relevant build/test info.
  • Returns issue_url / issue_id.

summarize_pr_for_game_team

Summarize a PR for designers, producers, and engineers.

Parameters

  • repo (string, required).
  • pr_number (integer, required).
  • project_id (string, optional).

Behavior

  • Fetches diff + comments via backend.
  • Returns:

- overview of changes, - risk areas (systems touched, potential regressions), - suggested test scenarios, - optionally links to updated tasks.


post_release_announcement

Send a release note to team channels (Discord, Slack, etc.).

Parameters

  • project_id (string, required).
  • build_id (string, required).
  • channel_ids (array of string, required).
  • audience (string, optional) – team, playtesters, public.
  • extra_notes (string, optional).

Behavior

  • Formats and posts a short announcement with links to build + changelog.

7. Memory & Retrospectives

save_game_memory

Store long‑term game context.

Parameters

  • project_id (string, required).
  • summary (string, required) – Stable fact or decision.
  • category (string, required) – goal, decision, pipeline, style, constraint.

Behavior

  • Writes to semantic memory store for retrieval in future sessions.

summarize_game_period

Summarize work over a time window (e.g., “What did we do this week?”).

Parameters

  • project_id (string, required).
  • start_date (string, required, ISO).
  • end_date (string, required, ISO).

Behavior

  • Aggregates tasks, builds, tests, and game memories.
  • Returns a structured summary grouped by area (gameplay, level, art, tech, etc.).

8. Agent Usage Guidelines

When using these skills, the agent should:

  1. Plan first, then act

- For non‑trivial requests, outline a short plan, then call skills in sequence.

  1. Automate aggressively

- Prefer skills over suggestions when possible (create tasks, trigger builds/tests, bake levels, convert assets).

  1. Keep humans in the loop on risk

- Explain build/test failures or asset issues in plain language and propose specific fixes.

  1. Tie everything back to the project

- Always supply project_id and link tasks/builds/tests/specs/assets where possible.

  1. Use memory for big decisions

- Call save_game_memory when important constraints, goals, or decisions are made so future conversations stay aligned.


平台分布

OpenClaw

85.04%
按下载量换算5,305

安全审计

VirusTotal

可疑

ClawScan

通过

Static analysis

未展示

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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