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Agent Skill · 研究检索

godot-task(戈多任务)

godot-task 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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-task 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描有提醒项,按安装量在研究检索类的 73,675 个 Skill 里排第 56,650。

总安装 447周安装 19GitHub Stars 2,996下载 157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
unknown

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-task(戈多任务)
来源仓库:https://github.com/htdt/godogen
仓库路径:skills/godot-task
安装命令:
npx skills add https://github.com/htdt/godogen --skill godot-task
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 npx skills 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。

skills.shnpx skills
npx skills add https://github.com/htdt/godogen --skill godot-task

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位候选结果。适用于关键词搜索、任务场景匹配或来源线索筛选等研究检索场景。通过 npx skills add 命令从指定 GitHub 仓库安装并使用。安装前需确认权限范围、维护状态及是否触发联网或文件操作。

godot-task 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/godot-task

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 Codex、Claude、Cursor、Gemini CLI;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 npx skills add https://github.com/htdt/godogen --skill godot-task;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-task 怎么安装?

在终端执行 npx skills add https://github.com/htdt/godogen --skill godot-task。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-task 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。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-task 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-task 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-task 用的人多吗?

公开数据是累计安装 447 次,近一周安装 19 次,下载 157 次,GitHub 2,996 星。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-task 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

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 来源仓库有 2,996 星,维护活跃度相对可查。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 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 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
godot-task

戈多任务 · 本页

4472,996需要联网未明确有提醒

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

Godot Task Executor

All files below are in ${CLAUDE_SKILL_DIR}/. Load progressively — read each file when its phase begins, not upfront.

FilePurposeWhen to read
quirks.mdKnown Godot gotchas and workaroundsBefore writing any code
gdscript.mdGDScript syntax referenceBefore writing any code
scene-generation.mdBuilding .tscn files via headless GDScript buildersTargets include .tscn
script-generation.mdWriting runtime .gd scripts for node behaviorTargets include .gd
coordination.mdOrdering scene + script generationTargets include both .tscn and .gd
test-harness.mdWriting test/test_{id}.gd verification scriptsBefore writing test harness
capture.mdScreenshot/video capture with GPU detectionBefore capturing screenshots
visual-qa.mdAutomated screenshot comparison against referencereference.png exists and task has visual output
doc_api/_common.mdIndex of ~128 common Godot classes (one-line each)Need API ref; scan to find class names
doc_api/_other.mdIndex of ~732 remaining Godot classesNeed API ref; class isn't in _common.md
doc_api/{ClassName}.mdFull API reference for a single Godot classNeed API ref; look up specific class

Bootstrap doc_api: bash ${CLAUDE_SKILL_DIR}/tools/ensure_doc_api.sh

Execute a single development task from PLAN.md:

$ARGUMENTS

Workflow

  1. Analyze the task — read the task's Targets to determine what to generate:

- scenes/*.tscn targets → generate scene builder(s) - scripts/*.gd targets → generate runtime script(s) - Both → generate scenes FIRST, then scripts (scenes create nodes that scripts attach to)

  1. Import assets — run timeout 60 godot --headless --import to generate .import files for any new textures, GLBs, or resources. Without this, load() fails with "No loader found" errors. Re-run after modifying existing assets.
  2. Generate scene(s) — write GDScript scene builder, compile to produce .tscn
  3. Generate script(s) — write .gd files to scripts/
  4. Pre-validate scripts — catch compilation errors early before full project validation. For each newly written or modified .gd file, run timeout 30 godot --headless --quit 2>&1 and filter the output for errors mentioning that file's path.
  5. Validate — run timeout 60 godot --headless --quit 2>&1 to parse-check all project scripts.
  6. Fix errors — if Godot reports errors, read output, fix files, re-run. Repeat until clean.
  7. Generate test harness — write test/test_{task_id}.gd implementing the task's Verify scenario.
  8. Capture screenshots — run test with GPU display (or xvfb fallback) and --write-movie to produce PNGs
  9. Verify visually — read captured PNGs and check three things:
  • Task goal: does the screenshot match the Verify description?
  • Visual consistency: if reference.png exists, compare against it — color palette, scale proportions, camera angle, and visual density should be consistent.
  • Visual quality & logic: look for obvious bugs — geometry clipping, objects floating, wrong assets, text overflow, UI elements overlapping or cut off. Also check harness stdout for ASSERT FAIL. If any check fails, identify the issue, fix scene/script/test, and repeat from step 3.
  1. Visual QA — run automated visual QA when applicable.
  2. Store final evidence — save screenshots in screenshots/{task_folder}/ before reporting completion.

Iteration Tracking

Steps 3-11 form an implement → screenshot → verify → VQA loop.

There is no fixed iteration limit — use judgment:

  • If there is progress — even in small, iterative steps — keep going. Screenshots and file updates are cheap.
  • If you recognize a fundamental limitation (wrong architecture, missing engine feature, broken assumption), stop early — even after 2-5 iterations. More loops won't help.
  • The signal to stop is "I'm making the same kind of fix repeatedly without convergence".

Reporting to Orchestrator

Always end your response with:

  • Screenshot path: screenshots/{task_folder}/ and which frames best represent the result (e.g., frame0003.png, frame0006.png)
  • What each screenshot shows — one line per frame
  • VQA report: path to visual-qa/{N}.md (or "skipped" if non-visual), note which mode (static/dynamic)

On failure, also include:

  • What's still wrong
  • What you tried and why it didn't fix it
  • Your best guess at the root cause (include VQA report content if relevant)

The caller (godogen orchestrator) will decide whether to adjust the task, re-scaffold, or accept the current state.

Commands

# Import new/modified assets (MUST run before scene builders):
timeout 60 godot --headless --import

# Compile a scene builder (produces .tscn):
timeout 60 godot --headless --script <path_to_gd_builder>

# Validate all project scripts (parse check):
timeout 60 godot --headless --quit 2>&1

Structured error recovery: When a compilation error is caught:

  1. Parse the error — extract the file path, line number, and error type from Godot's output
  2. Look up the class — if the error mentions an unknown method or property, read doc_api/{ClassName}.md for the class involved
  3. Check quirks — cross-reference against quirks.md for known patterns (:= with instantiate(), polymorphic math functions, Camera2D current, etc.)
  4. Fix and re-validate — edit the specific file, then re-run the pre-validation step on that file only before proceeding

Error handling: Parse Godot's stderr/stdout for error lines. Common issues:

  • Parser Error — syntax error in GDScript, fix the line indicated
  • Invalid call / method not found — wrong node type or API usage, look up the class in doc_api
  • Cannot infer type — := used with instantiate() or polymorphic math functions, see type inference rules
  • Script hangs — missing quit() call in scene builder; kill the process and add quit()

Project Memory

Read MEMORY.md before starting work — it contains discoveries from previous tasks (workarounds, Godot quirks, asset details, architectural decisions). After completing your task, write back anything useful you learned: what worked, what failed, technical specifics others will need.

平台分布

Codex

33.59%
按下载量换算53

Claude

28.47%
按下载量换算45

Cursor

19.06%
按下载量换算30

Gemini CLI

9.26%
按下载量换算15

安全审计

Gen Agent Trust Hub

可疑

Socket

通过

Snyk

可疑

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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