Skills

Godot 3d Essentials

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting...

Install

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentials -g -a claude-code -y
Category
Media
Updated
8d ago
License
Apache-2.0
Context cost
Lightabout 1,371 tokens
Runs scripts
No, instructions only

What it does

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (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.

Godot 3D Essentials (4.x)

Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and GridMap blockouts. Targets Godot 4.7.

When to use

  • Use when starting or fixing a 3D scene: positioning a Camera3D, adding lights, setting up 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.

Core workflow

  1. Everything 3D is a Node3D with a Transform3D (position, rotation basis, scale). Move with global_position, rotate with rotate_y(angle) or look_at(target).
  2. Add a Camera3D. Mark it current (or call make_current()); set fov, near, far. Parent it to a rig/pivot for orbit or follow cameras.
  3. Light the scene. A DirectionalLight3D is the sun; OmniLight3D/SpotLight3D are local; AreaLight3D (4.7+) is a rectangular panel light that costs more than omni/spot. Enable shadows per light. Without lights and ambient, surfaces render black.
  4. Add a WorldEnvironment with an Environment resource: background (sky/color), ambient light, tonemap, and post (glow, SSAO, fog, adjustments).
  5. Give meshes materials (StandardMaterial3D or a ShaderMaterial) on MeshInstance3D.
  6. Block out levels with GridMap, which places MeshLibrary items on a 3D grid (the 3D analog of a tilemap).

Patterns

1. A follow camera (third-person, smoothed)

extends Camera3D

@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0
Read the whole SKILL.md on GitHub

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