3d Essentials
Use when working with 3D-specific systems, materials, lighting, shadows, environment...
Install
npx skills add jame581/GodotPrompter --skill 3d-essentials -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- Category
- Media
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Use when working with 3D-specific systems, materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
3D Essentials in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: rendering-pipeline for renderer choice, lighting strategy, AA and resolution scaling, player-controller for CharacterBody3D movement, physics-system for 3D collision shapes and raycasting, camera-system for Camera3D follow and transitions, shader-basics for spatial shaders and post-processing, godot-optimization for 3D performance tuning, animation-system for AnimationTree and 3D animation blending.
1. 3D Coordinate System & Core Nodes
Coordinate System
Godot uses a right-handed coordinate system with metric units (1 unit = 1 meter):
| Axis | Direction | Color |
|---|---|---|
| X | Right | Red |
| Y | Up | Green |
| Z | Out of screen (+Z toward viewer) | Blue |
Cameras and lights point along -Z by default. When a character "faces forward," they look along -Z.
Essential 3D Nodes
| Node | Purpose |
|---|---|
Node3D | Base transform node, position, rotation, scale |
MeshInstance3D | Displays a mesh with a material |
Camera3D | Required to render 3D, perspective or orthogonal |
DirectionalLight3D | Sun/moon, parallel rays, cheapest light |
OmniLight3D | Point light, emits in all directions |
SpotLight3D | Cone light, flashlights, spotlights |
WorldEnvironment | Sky, fog, tonemap, post-processing |
Decal | Projected texture onto surfaces |
GPUParticles3D | GPU-driven particle effects |
CSGBox3D etc. | Constructive Solid Geometry, prototyping |
GridMap | 3D tile-based level building |


