mcpbeat

Godot Genre Shooter Fps

thedivergentai/godot-genre-shooter-fps

Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.

11k tokens
context cost
the whole folder, loaded on every use
18
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-shooter-fps

The instruction itself

20 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Shooter (FPS)

First-person movement, look, viewmodel, and hitscan feel. Shared TPS/cover/soft-lock ownership lives in godot-genre-shooter.

MANDATORY script reads (start here)

  • fps_camera_look.gd — raw _input mouse look (yaw/pitch)
  • fps_movement_logic.gd — accel/friction/air control
  • hitscan_weapon_query.gd — space-state hitscan
  • weapon_bobbing_system.gd — viewmodel bob/sway

Also: procedural_recoil_handler.gd, hitscan_weapon_logic.gd, advanced_fps_controller.gd, weapon_state_machine.gd, frame_perfect_input.gd, bullet_decal_spawner.gd, weapon_spread_calc.gd, server_projectile_instance.gd, player_anim_bridge.gd, recoil_system.gd (pattern + bloom), aim_assist.gd (controller friction/magnetism).

advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.

Core Loop

Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire

NEVER Do (FPS)

Gunplay & registration

  • NEVER hit-detect in _process — use _physics_process + intersect_ray.
  • NEVER apply recoil only to the gun mesh — kick camera + bloom/spread.
  • NEVER trust client damage — server authority + lag compensation.
  • NEVER forget exclude / add_exception for the player RID.
  • NEVER use == on float cooldowns — is_equal_approx.

Input & movement

  • NEVER poll mouse in _physics_process_input / _unhandled_input for look.
  • NEVER accumulate look on a raw Transform3D — store yaw/pitch floats.
  • NEVER multiply velocity by delta before move_and_slide().
  • NEVER use Transform3D.looking_at for muzzle forward — use -transform.basis.z.

Polish

  • NEVER single AudioStreamPlayer for gunfire — layer mechanical + shot + tail.
  • NEVER leave decals forever — fade/pool (bullet_decal_spawner.gd).
  • NEVER hardcode weapon stats — WeaponData Resources.
  • NEVER use plain Strings for hot weapon states — StringName.

Advanced FPS (keep)

Viewmodel sway / bob

Procedural sine bob + look sway — weapon_bobbing_system.gd.

Step-up

Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.

Tactical lean

Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.

Shared weapon theory

Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via hitscan_weapon_query.gd + procedural_recoil_handler.gd + recoil_system.gd.

> MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: fps-weapon-theory.md. Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Ray-casting — PhysicsDirectSpaceState3D intersect_ray patterns for hitscan registration without Area3D ballistics.
  • Physics introduction — collision layers/masks, layers for player exclude, and physics tick vs visual frame for gunplay.
  • Using 3D transforms — basis axes and -transform.basis.z forward vectors for aim, recoil, and muzzle direction.
  • Using InputEvent_input vs _physics_process so mouse look stays zero-latency while movement stays physics-synced.
  • Mouse and input coordinates — relative mouse motion, capture, and screen-center projection for aim rays.
  • Controllers, gamepads, and joysticks — analog look axes and deadzones that aim-assist friction/magnetism build on.
  • Using decals — Decal node projection for bullet impacts instead of Sprite3D/QuadMesh stickers.
  • High-level multiplayer — RPC authority and fire-event patterns for server-validated hitscan without syncing every bullet.
  • Using AnimationTree — blend/state machines for idle/aim/fire/reload without ! in expressions.
  • Resources — WeaponData Resource stats (damage, recoil, spread) instead of hardcoded class constants.
  • Audio streams — layered mechanical/shot/tail streams for gunfire weight.
  • Optimization using Servers — RenderingServer RID paths for high-volume visual projectiles without SceneTree spam.
Prerequisites
  • godot-project-foundations — scene tree, InputMap actions, and Resource import basics before FPS controllers and WeaponData wiring.
  • godot-input-handling — mouse capture, action buffering, and look vs move split that frame-perfect fire and camera look depend on.
  • godot-raycasting-queries — physics-synced ray/shape queries and exclude RIDs that hitscan registration builds on.
Complements
Downstream / consumers
  • godot-monte-carlo-balancer — simulate weapon asymmetry matrices, TTK bands, and bloom/recoil knobs before shipping balance tables.
  • godot-genre-battle-royale — large-scale relevancy and lag-compensated combat that reuses FPS hitscan/recoil feel inside BR matches.
Master
  • godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting FPS concern.

How to use it

Copy the folder

Take thedivergentai/godot-genre-shooter-fps from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.