The open format is called Agent Skills and works in Claude Code, Codex, Cursor and other agents — most people know it as Claude Skills.
Every Agent Skill we could find on GitHub, deduplicated by content. 79 566 files from 1 758 authors, of which 61 913 are unique — the rest is the same skill repackaged into someone else's repository. For each one: what it weighs in tokens, whether it ships runnable scripts, and which MCP servers it needs.
>- Add audio-driven avatar mouths to an XR Blocks app with the lipsync addon — heuristic vowel-formant viseme mapping that turns any `MediaStream` (mic or remote peer's voice) into mouth shapes on a `StylizedFace` decal attached to an avatar's head. Zero ML runtime, no model download. Use when you want shared rooms to stop being silent spheres and become faces that visibly speak, or to lip-sync a TTS playback to an NPC. Covers `LipsyncMouth`, `xb.StylizedFace`, the `target`/`audioContext`/`fftSize` constructor options, and the `session.voice.onTrack` netblocks pairing. Lower-level pieces (`FormantVisemeMapper`, `MfccExtractor`, `computeAudioFeatures`) and types (`VisemeWeights`, `VisemeTarget`) are exported for swapping in a model-based mapper. Full reference at src/addons/lipsync/.
>- Write sequential asynchronous functional, integration, or simulator tests for xrblocks apps using the testing addon. Use this when you need to mock WebGL/WebAudio in headless environments (like JSDOM / Vitest), simulate user locomotion, trigger controller pointing, raycasts, and select/squeeze hand inputs. Covers `TestRunner` and `TestRunnerConfig`.
>- Build spatial UI in an XR Blocks app with the core `xb.SpatialPanel` system — a grid of rows and columns holding text, text buttons, icon buttons, and images, with a unified `onTriggered` select handler. Use for HUDs, menus, dialogs, and control panels when you want a lightweight, no-extra-dependency UI. For rich flexbox layouts with gradients, strokes, and shadows, use xb-uiblocks instead. Covers `addGrid`/`addRow`/`addCol`/`addText`/`addTextButton`/`addIconButton`, panel positioning, and the `enableUI()` setup.
>- Build rich spatial UI with the uiblocks addon — flexbox-laid-out 3D cards/panels (`UICard`, `UIPanel`, `UIText`, `UIImage`, `UIIcon`) with gradients, strokes, rounded corners, drop/inner shadows, and spatial behaviors (head-leash, billboard, grab/manipulate, object-anchor). Use when you need web-like styling fidelity or real flexbox layout beyond the lightweight core `xb.SpatialPanel`. Requires `options.uikit.enable(uikit)` and the `@pmndrs/uikit` peer deps. The complete reference (styling rules, behaviors, gotchas, troubleshooting) lives at src/addons/uiblocks/SKILL.md.
>- Understand the real world in an XR Blocks app via `xb.world` — detect horizontal/ vertical planes, reconstruct scene meshes, and recognize physical objects (with a Gemini or MediaPipe backend) as `THREE.Object3D`s positioned in 3D. Use to place virtual content on real surfaces, react to room geometry, or attach affordances to recognized objects. Covers `enablePlaneDetection()`, `enableObjectDetection()`, `options.world.*`, `xb.world.objects.runDetection()`, and `xb.world.placeOnHorizontalSurface()`. For raw depth/occlusion use xb-depth.
>- Add real-time multiplayer to an XR Blocks app with the netblocks addon — presence avatars (remote heads + hands), replicated `NetObject` transforms with cooperative ownership, typed pub/sub RPC events, and opt-in spatial WebRTC voice, over pluggable transports (BroadcastChannel for local dev, WebRTC/PeerJS for serverless P2P, WebSocket relay for scalable rooms). Use when authoring or debugging shared/co-located XR, `enableNet()`, `joinRoom()`, `NetObject`, `session.events`, or `session.voice` imported from `xrblocks/addons/netblocks/src`. For the wire protocol, transport details, and threat model, read the full reference in this folder's README.md.
>- Build rich spatial user interfaces in XR Blocks apps with the uiblocks addon — flexbox-laid-out 3D cards and panels with gradients, strokes, rounded corners, drop/inner shadows, MSDF text, material icons, images, and spatial behaviors (head-leash, billboard, grab/manipulate, object-anchor, show/hide animations). Use when authoring or debugging `UICard` / `UIPanel` / `UIText` / `UIImage` / `UIIcon` UI imported from `xrblocks/addons/uiblocks/src` (wrapping `@pmndrs/uikit` + yoga-layout) — for panels, menus, HUDs, dialogs, or any styled, web-like UI in WebXR / Android XR. Includes the bootstrap (`options.uikit.enable(uikit)` + `raycastSortFunction`), styling/layout rules, behavior config, and a troubleshooting playbook for clicks/styling/sizing failures. (For lightweight panels with no extra deps, prefer core `xb.SpatialPanel` instead.) Includes a design guide (§6) for UX designers composing complex, elegant, multi-section spatial UI — tokens, spatial comfort, elevation/shadows, passthrough legibility, motion, and grab/anchor behaviors.
>- Add audio-driven avatar mouths to an XR Blocks app with the lipsync addon — heuristic vowel-formant viseme mapping that turns any `MediaStream` (mic or remote peer's voice) into mouth shapes on a `StylizedFace` canvas decal attached to an avatar's head. No ML runtime, no model download. Use when authoring or debugging avatar mouths in single-user demos or in multiplayer scenes paired with `xb-netblocks` (every remote driver), `xb.StylizedFace` (the decal, in xrblocks core), `session.voice.onTrack` for the netblocks hook, plus the lower-level `FormantVisemeMapper`, `MfccExtractor`, `computeAudioFeatures` and types (`VisemeWeights`, `VisemeTarget`, `AudioFeatures`) for plugging in a model-based mapper later. For the DSP pipeline, caveats, and samples read this folder's README.md.
Use when writing or reviewing Python code in this repo that calls Deepgram audio analytics overlays on `/v1/listen` - summarize, topics, intents, sentiment, diarize, redact, detect_language, entity detection. Same endpoint as plain STT but with analytics params. Covers both REST (`client.listen.v1.media.transcribe_url`/`transcribe_file`) and the WSS-supported subset (`client.listen.v1.connect`). Use `deepgram-python-speech-to-text` for plain transcription, `deepgram-python-text-intelligence` for analytics on already-transcribed text. Triggers include "diarize", "summarize audio", "sentiment from audio", "redact PII", "topic detection audio", "audio intelligence", "detect language audio".
Use when writing or reviewing Python code in this repo that builds an interactive voice agent via `agent.deepgram.com/v1/agent/converse`. Covers `client.agent.v1.connect()`, `AgentV1Settings`, `send_settings`, `send_media`, event handling, and function/tool calling. Full-duplex STT + LLM + TTS with barge-in. Use `deepgram-python-text-to-speech` for one-way synthesis, `deepgram-python-speech-to-text` / `deepgram-python-conversational-stt` for transcription only. Triggers include "voice agent", "agent converse", "full duplex", "interactive assistant", "barge-in", "agent.v1", "function calling", "AgentV1Settings".
Use when writing or reviewing Python code in this repo that calls Deepgram Text-to-Speech v1 (`/v1/speak`) for audio synthesis. Covers one-shot REST (`client.speak.v1.audio.generate`) and streaming WebSocket (`client.speak.v1.connect`). Also covers the in-repo `deepgram.helpers.TextBuilder` for incremental text assembly before synthesis. Use `deepgram-python-voice-agent` when you need full-duplex STT + LLM + TTS with barge-in. Triggers include "TTS", "speak", "synthesize voice", "aura", "text to speech", "speak.v1", "TextBuilder".
Use when writing or reviewing Python code in this repo that calls Deepgram Text Intelligence / Read (`/v1/read`) for sentiment, summarization, topic detection, and intent recognition on text input. Covers `client.read.v1.text.analyze(...)` with body `text` or `url`. Use `deepgram-python-audio-intelligence` when the source is audio instead of text. Triggers include "read API", "text intelligence", "analyze text", "sentiment", "summarize text", "topics", "intents", "read.v1".
Use when writing or reviewing Python code in this repo that calls Deepgram Speech-to-Text v1 (`/v1/listen`) for prerecorded or live audio transcription. Covers `client.listen.v1.media.transcribe_url` / `transcribe_file` (REST) and `client.listen.v1.connect` (WebSocket). Use this skill for basic ASR; use `deepgram-python-audio-intelligence` for summarize/sentiment/topics/diarize overlays, `deepgram-python-conversational-stt` for turn-taking v2/Flux, and `deepgram-python-voice-agent` for full-duplex assistants. Triggers include "transcribe", "live transcription", "speech to text", "STT", "listen endpoint", "nova-3", "listen.v1".
Use when writing or reviewing Python code in this repo that calls Deepgram Conversational STT v2 / Flux (`/v2/listen`) for turn-aware streaming transcription. Covers `client.listen.v2.connect(...)`, Flux models, end-of-turn detection. Use `deepgram-python-speech-to-text` for standard v1 ASR, `deepgram-python-voice-agent` for full-duplex interactive assistants. Triggers include "flux", "v2 listen", "conversational STT", "turn detection", "end of turn", "EOT", "listen.v2", "flux-general-en", "flux-general-multi".
Use when writing or reviewing Python code in this repo that calls Deepgram Management APIs - projects, API keys, members, invites, usage, billing, models, and reusable Voice Agent configurations. Covers `client.manage.v1.projects`, project-scoped resources under `client.manage.v1.projects.*` (keys, members, members.invites, usage, billing, models, requests), global `client.manage.v1.models`, think-model discovery at `client.agent.v1.settings.think.models`, and `client.voice_agent.configurations.*`. Use `deepgram-python-voice-agent` when you want to run an agent interactively, this skill to PERSIST/LIST agent configs. Triggers include "management API", "list projects", "API keys", "members", "usage stats", "billing", "list models", "agent configurations", "manage.v1".
Produce the Nuxt Monday digest — traffic, docs feedback, Nuxi quality, and prioritized follow-ups for a recent window.
Summarize recent social mentions from the Nuxt firehose Slack channel and flag items that need team attention.
Create and use brand.yml files for consistent branding across Shiny apps and Quarto documents. Covers: (1) Creating new _brand.yml files, (2) Applying to Shiny (R and Python), (3) Using in Quarto, (4) Modifying existing files, and (5) Troubleshooting. Includes complete specifications and integration guides.
>- Deploy or publish Python and R content to a Posit Connect server using rsconnect-python or the R rsconnect package. Handles interactive apps and dashboards, web APIs, rendered documents, and prepared bundles/manifests. Use whenever the user asks to deploy, publish, or redeploy content to Posit Connect, or mentions rsconnect. Consult this skill instead of guessing flags or commands.
> Create a release checklist and GitHub issue for an R package. Use when the user asks to "create a release checklist" or "start a release" for an R package.
Address PR review feedback by systematically working through every unresolved PR review thread on the current branch's PR - analyze each comment, make the requested code changes (with tests where useful), commit, and optionally reply and resolve.
Write ggsql queries — a grammar of graphics for SQL. Use when the user wants to create, modify, or understand a ggsql visualization query.
> Generate and improve accessible alt text for data visualizations and images in R packages and Quarto documents. Use when the user wants to add, improve, or audit alt text for figures in a pkgdown site or .qmd files. Activate for requests that mention fig-alt, fig.alt, figure descriptions, or alt text in the context of an R package or Quarto document.
Bulk resolve unresolved PR review threads on the current branch’s PR — typically after threads have been addressed manually or via /pr-threads-address
Creates a pull request from current changes, monitors GitHub CI, and debugs any failures until CI passes. Activate when the user says "create pr", "make a pr", "open pull request", "submit pr", "pr for these changes", or wants to get their current work into a reviewable PR. Assumes the project uses git, is hosted on GitHub, and has GitHub Actions CI with automated checks (lint, build, tests, etc.). Does NOT merge - stops when CI passes and provides the PR link.
Create and manage todo tracking documents for features, bugs, and multi-step tasks. Use when starting new work that benefits from a persistent record of decisions, progress, and context.
> Create professional package release blog posts following Tidyverse or Shiny blog conventions. for tidyverse.org or shiny.posit.co, (2) Transform NEWS/changelog content into blog format, (3) Generate acknowledgments sections with contributor lists, (4) Format posts following specific blog platform requirements. Supports both Tidyverse (hugodown) and Shiny (Quarto) blog formats with automated contributor fetching and comprehensive style guidance.
Guide for drafting issue closure and decline responses as an open-source package maintainer. Use when helping compose a reply that says \"no\" to a feature request, closes an issue as won't-fix, redirects a user to a different package, explains why a design choice is intentional, or otherwise declines or closes a community contribution. Also use when the maintainer needs to explain a deprecation, point out a user misunderstanding, or communicate an effort/scope tradeoff to a contributor.
Conduct rigorous, adversarial code reviews with zero tolerance for mediocrity. Use when users ask to "critically review" my code or a PR, "critique my code", "find issues in my code", or "what's wrong with this code". Identifies security holes, lazy patterns, edge case failures, and bad practices across Python, R, JavaScript/TypeScript, SQL, and front-end code. Scrutinizes error handling, type safety, performance, accessibility, and code quality. Provides structured feedback with severity tiers (Blocking, Required, Suggestions) and specific, actionable recommendations.
Research a codebase and create architectural documentation describing how features or systems work. Use when the user asks to: (1) Document how a feature works, (2) Create an architecture overview, (3) Explain code structure for onboarding or knowledge transfer, (4) Research and describe a system's design. Produces markdown documents with Mermaid diagrams and stable code references suitable for humans and AI agents.
Orchestrates implementation of a plan file by delegating work to subagents in parallel. Verifies git branch state, tracks progress, and ensures high-quality implementation. Invoke with a plan file path and optional model override: /implement plans/my-plan.md [--model sonnet]
Set a tracking document as the source of truth for the current feature or task. Use when starting work on a feature, bug fix, or multi-step task that benefits from a persistent record of decisions, discoveries, and progress. Keeps the document updated as work proceeds.
Review test code for quality, design, and completeness after implementing a feature or fixing a bug. Use when the user asks to "review my tests", "check my test quality", "are these tests good enough", "review testing", or after completing a feature implementation that includes tests. Also use when tests feel brittle, flaky, or superficial. Cross-references production code to find coverage gaps.
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> Comprehensive R package for command-line interface styling, semantic messaging, (1) Format console output with inline markup and colors, (2) Display errors, warnings, or messages with cli_abort/cli_warn/cli_inform, (3) Show progress indicators for long-running operations, (4) Create semantic CLI elements (headers, lists, alerts, code blocks), (5) Apply themes and customize output styling, (6) Handle pluralization in user-facing text, (7) Work with ANSI strings, hyperlinks, or custom containers. Also use when migrating from base R message/warning/stop, debugging cli code, or improving existing cli usage.
Best practices for writing R package tests using testthat version 3+. Use when writing, organizing, or improving tests for R packages. Covers test structure, expectations, fixtures, snapshots, mocking, and modern testthat 3 patterns including self-sufficient tests, proper cleanup with withr, and snapshot testing.
Use when the user is explicitly working with Quarto, .qmd files, _quarto.yml, Quarto projects, or Quarto features such as callouts, cross-references, citations, Mermaid diagrams, extensions, websites, books, presentations, and reports. Also use for explicit migration from or comparison with R Markdown, bookdown, blogdown, xaringan, distill, or Jupyter notebooks to Quarto. Do not use for general R Markdown or related-format questions unless Quarto or migration to Quarto is explicitly mentioned.
Help users write correct R code for async, parallel, and distributed computing using mirai. Use when users need to run R code asynchronously or in parallel, write mirai code with correct dependency passing, set up parallel workers, convert from future or parallel, use mirai_map, integrate with Shiny or promises, or configure cluster/HPC computing.
Guidance for managing R package lifecycle according to tidyverse principles using the lifecycle package. Use when: (1) Setting up lifecycle infrastructure in a package, (2) Deprecating functions or arguments, (3) Renaming functions or arguments, (4) Superseding functions, (5) Marking functions as experimental, (6) Understanding lifecycle stages (stable, experimental, deprecated, superseded), or (7) Writing deprecation helpers for complex scenarios.
Build command-line apps in R using the Rapp package. Use when creating a CLI tool in R, adding argument parsing to an R script, turning an R script into a command-line app, shipping CLIs in an R package, or using Rapp (the alternative Rscript front-end). Also use for shebang scripts, exec/ directory in R packages, or subcommand-based R tools.
R package development with devtools, testthat, and roxygen2. Use when the user is working on an R package, running tests, writing documentation, or building package infrastructure.
Advanced theming for Shiny apps using bslib and Bootstrap 5. Use when customizing app appearance with bs_theme(), Bootswatch themes, custom colors, typography, brand.yml integration, Bootstrap Sass variables, custom Sass/CSS rules, dark mode and color modes, dynamic theme switching, real-time theming, theme inspection, or making R plots match the app theme with thematic.
Build modern Shiny dashboards and applications using bslib (Bootstrap 5). Use when creating new Shiny apps, modernizing legacy apps (fluidPage, fluidRow/column, tabsetPanel, wellPanel, shinythemes), or working with bslib page layouts, grid systems, cards, value boxes, navigation, sidebars, filling layouts, theming, accordions, tooltips, popovers, toasts, or bslib inputs. Assumes familiarity with basic Shiny.
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.
Answers built from the skills we actually parsed.