--- name: godot-overview description: Route Godot 4.6+ work to the correct expert skill. Use first for ambiguous Godot requests, project planning, or when choosing between 2D, 3D, rendering, gameplay, animation, navigation, procedural generation, performance, export, and the published godot-mcp bridge. --- # Godot production map Target Godot **4.6+**. Verify release notes before applying a 4.7+ feature. Start with the domain skill; load `godot-mcp` only when operating the published `@coding-solo/godot-mcp` bridge. | Task | Load | | --- | --- | | Nodes, scenes, resources, project layout | `godot-scene-architecture` | | GDScript, input, signals, gameplay state | `godot-gdscript-gameplay` | | Canvas, TileMapLayer, Control UI | `godot-2d-ui` | | Cameras, glTF, 3D worlds, instancing | `godot-3d-worlds` | | Materials, textures, renderers, shaders | `godot-rendering-materials-shaders` | | AnimationTree, skeletons, audio buses | `godot-animation-audio` | | Bodies, collision, navigation | `godot-physics-navigation` | | Seeded worlds, grids, chunks | `godot-procedural-generation` | | Profiling, QA, headless runs, export | `godot-performance-qa-export` | | Bundled bridge, scene mutation, debug capture | `godot-mcp` | ## Operating rule Establish the target platform and renderer before selecting rendering or performance advice. Keep gameplay code independent from editor automation. Measure before optimizing, keep generated content under an owned root, and validate an exported or headless build in addition to editor play. ## Version policy References pin Godot 4.6 documentation and list official sources. Treat `stable` links as discovery links, not proof that a newer API is compatible.