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jame581
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, an…
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Explore the skilljame581
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, an…
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Explore the skilljame581
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
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Explore the skilljame581
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
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Godot 4.7 conventions and API patterns. Use when asking about Godot/GDScript, scene composition, signals, CharacterBody vs RigidBody, InputMap, @export/@onready/@rpc, Fo…
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Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI bak…
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Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes,…
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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, la…
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Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-mode…