> (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentials
Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and
GridMap blockouts. Targets Godot 4.3+.
Camera3D, adding lights, settingup a WorldEnvironment (sky, ambient, tonemap, glow/SSAO), assigning materials, or
building levels with GridMap.
When *not* to use: writing spatial shaders → godot-shaders; 3D physics bodies and
raycasts → godot-physics; character animation blending → godot-animation; full FPS
template → the fps-shooter genre skill.
Node3D with a Transform3D (position, rotation basis, scale).Move with global_position, rotate with rotate_y(angle) or look_at(target).
Camera3D. Mark it current (or call make_current()); set fov, near,far. Parent it to a rig/pivot for orbit or follow cameras.
DirectionalLight3D is the sun; OmniLight3D/SpotLight3D arelocal. Enable shadows per light. Without lights and ambient, surfaces render black.
WorldEnvironment with an Environment resource: background (sky/color),ambient light, tonemap, and post (glow, SSAO, fog, adjustments).
StandardMaterial3D or a ShaderMaterial) onMeshInstance3D.
GridMap, which places MeshLibrary items on a 3D grid(the 3D analog of a tilemap).
extends Camera3D
@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0
func _physics_process(delta: float) -> void:
if target == null:
return
var desired := target.global_position + offset
global_position = global_position.lerp(desired, smooth * delta) # smooth follow
look_at(target.global_position, Vector3.UP) # face the target
func _ready() -> void:
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-45, -30, 0)
sun.shadow_enabled = true
add_child(sun)
var we := WorldEnvironment.new()
var env := Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = Sky.new()
env.sky.sky_material = ProceduralSkyMaterial.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
env.glow_enabled = true
we.environment = env
add_child(we)
func tint_mesh(mesh: MeshInstance3D, color: Color) -> void:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.metallic = 0.0
mat.roughness = 0.6
mat.emission_enabled = true
mat.emission = color * 0.3
mesh.material_override = mat # overrides the mesh's surface materials
@onready var grid: GridMap = $GridMap # cell_size + mesh_library set in the editor
func build_floor(width: int, depth: int, item_id: int) -> void:
for x in width:
for z in depth:
# set_cell_item(Vector3i cell, int item, orientation = 0)
grid.set_cell_item(Vector3i(x, 0, z), item_id)
DirectionalLight3D and/or aWorldEnvironment with ambient/sky. New scenes have neither by default.
Camera3D is current. Setcurrent = true or make_current(); only one camera renders per viewport.
position/rotation are relative to theparent; global_position/global_transform are world space. Mixing them under a rotated
parent gives surprising results. look_at uses global coordinates.
scale on a Node3D distorts child collisionsand lights; prefer scaling the mesh asset or using uniform scale.
from/up in look_at. look_at(target, up) — a target equal to thenode's position, or an up parallel to the look direction, produces NaNs/flips.
MeshLibrary places nothing. Create a MeshLibrary (from scenes)and assign it; set_cell_item(cell, -1) clears a cell.
tonemap_mode and glow thresholds; raw emissive valuesbloom hard under filmic tonemapping.
Environment/post-processing options, MeshLibrary creation, and ReflectionProbe/
LightmapGI lighting, read references/scene-and-environment.md.
godot-physics — 3D bodies, areas, and raycasts.godot-shaders — spatial shaders for custom 3D surfaces.godot-animation — AnimationTree for 3D characters.camera-systems — third-person orbit / first-person look rigs, framing, and collision.performance-optimization — keep 3D scenes within frame budget (draw calls, lights, LOD).fps-shooter — composes 3D movement, input, and AI into a game.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/godot-3d-essentials from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.