godot

Installation
SKILL.md

Godot adapter

Inspect the Godot version, project physics tick setting and existing node ownership before mapping gameplay clocks.

Timing

_process(delta) is idle/frame processing and varies with rendered frame rate. _physics_process(delta) runs before physics steps at the project's configured physics tick rate (60/s is a default, not a contract). The engine may process multiple physics steps in one rendered frame when catching up.

Physics-facing character/collision work normally belongs in _physics_process; presentation can live in _process. If the project uses another deterministic logical clock, preserve it rather than forcing all gameplay into the default physics rate.

Actor-local hitstop pauses the selected action/animation/logical clock. Do not use Engine.time_scale for per-actor combat freeze.

Bindings

  • input: Input / action map into semantic actions;
  • pose: AnimationPlayer / AnimationTree under local time ownership;
  • hits: Area2D/3D, shape queries, ShapeCast2D/3D, or project-authored logical volumes;
  • knockback: body movement solver in the owned physics/logical phase;
  • camera: SpringArm3D/shape sweep or project solution implementing camera-anti-clip.
Installs
5
GitHub Stars
13
First Seen
Oct 13, 2026