Claude-Code-Game-Studios Documentation

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

RAW Doc

File: README.md


Why This Exists

Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"

Claude Code Game Studios solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 49 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.

The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.


Table of Contents


What's Included

Category Count Description
Agents 49 Specialized subagents across design, programming, art, audio, narrative, QA, and production
Skills 73 Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.)
Hooks 12 Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection
Rules 11 Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more
Templates 41 Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more

Studio Hierarchy

Agents are organized into three tiers, matching how real studios operate:

text
Tier 1 — Directors (Opus)
  creative-director    technical-director    producer

Tier 2 — Department Leads (Sonnet)
  game-designer        lead-programmer       art-director
  audio-director       narrative-director    qa-lead
  release-manager      localization-lead

Tier 3 — Specialists (Sonnet/Haiku)
  gameplay-programmer  engine-programmer     ai-programmer
  network-programmer   tools-programmer      ui-programmer
  systems-designer     level-designer        economy-designer
  technical-artist     sound-designer        writer
  world-builder        ux-designer           prototyper
  performance-analyst  devops-engineer       analytics-engineer
  security-engineer    qa-tester             accessibility-specialist
  live-ops-designer    community-manager

Engine Specialists

The template includes agent sets for all three major engines. Use the set that matches your project:

Engine Lead Agent Sub-Specialists
Godot 4 godot-specialist GDScript, Shaders, GDExtension
Unity unity-specialist DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit
Unreal Engine 5 unreal-specialist GAS, Blueprints, Replication, UMG/CommonUI

Slash Commands

Type / in Claude Code to access all 73 skills:

Onboarding & Navigation
/start /help /project-stage-detect /setup-engine /adopt

Game Design
/brainstorm /map-systems /design-system /quick-design /review-all-gdds /propagate-design-change

Art & Assets
/art-bible /asset-spec /asset-audit

UX & Interface Design
/ux-design /ux-review

Architecture
/create-architecture /architecture-decision /architecture-review /create-control-manifest

Stories & Sprints
/create-epics /create-stories /dev-story /sprint-plan /sprint-status /story-readiness /story-done /estimate

Reviews & Analysis
/design-review /code-review /balance-check /content-audit /scope-check /perf-profile /tech-debt /gate-check /consistency-check /security-audit

QA & Testing
/qa-plan /smoke-check /soak-test /regression-suite /test-setup /test-helpers /test-evidence-review /test-flakiness /skill-test /skill-improve

Production
/milestone-review /retrospective /bug-report /bug-triage /reverse-document /playtest-report

Release
/release-checklist /launch-checklist /changelog /patch-notes /hotfix /day-one-patch

Creative & Content
/prototype /onboard /localize

Team Orchestration (coordinate multiple agents on a single feature)
/team-combat /team-narrative /team-ui /team-release /team-polish /team-audio /team-level /team-live-ops /team-qa

Getting Started

Prerequisites

  • Git
  • Claude Code (npm install @anthropic-ai/claude-code)
  • Recommended: jq (for hook validation) and Python 3 (for JSON validation)

All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.

Setup

  1. Clone or use as template:

    bash
    git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
    cd my-game
  2. Open Claude Code and start a session:

    bash
    claude
  3. Run /start — the system asks where you are (no idea, vague concept,
    clear design, existing work) and guides you to the right workflow. No assumptions.

    Or jump directly to a specific skill if you already know what you need:

    • /brainstorm — explore game ideas from scratch
    • /setup-engine godot 4.6 — configure your engine if you already know
    • /project-stage-detect — analyze an existing project

Upgrading

Already using an older version of this template? See UPGRADING.md
for step-by-step migration instructions, a breakdown of what changed between
versions, and which files are safe to overwrite vs. which need a manual merge.

Project Structure

text
CLAUDE.md                           # Master configuration
.claude/
  settings.json                     # Hooks, permissions, safety rules
  agents/                           # 49 agent definitions (markdown + YAML frontmatter)
  skills/                           # 73 slash commands (subdirectory per skill)
  hooks/                            # 12 hook scripts (bash, cross-platform)
  rules/                            # 11 path-scoped coding standards
  statusline.sh                     # Status line script (context%, model, stage, epic breadcrumb)
  docs/
    workflow-catalog.yaml           # 7-phase pipeline definition (read by /help)
    templates/                      # 41 document templates
src/                                # Game source code
assets/                             # Art, audio, VFX, shaders, data files
design/                             # GDDs, narrative docs, level designs
docs/                               # Technical documentation and ADRs
tests/                              # Test suites (unit, integration, performance, playtest)
tools/                              # Build and pipeline tools
prototypes/                         # Throwaway prototypes (isolated from src/)
production/                         # Sprint plans, milestones, release tracking

How It Works

Agent Coordination

Agents follow a structured delegation model:

  1. Vertical delegation — directors delegate to leads, leads delegate to specialists
  2. Horizontal consultation — same-tier agents can consult each other but can't make binding cross-domain decisions
  3. Conflict resolution — disagreements escalate up to the shared parent (creative-director for design, technical-director for technical)
  4. Change propagation — cross-department changes are coordinated by producer
  5. Domain boundaries — agents don't modify files outside their domain without explicit delegation

Collaborative, Not Autonomous

This is not an auto-pilot system. Every agent follows a strict collaboration protocol:

  1. Ask — agents ask questions before proposing solutions
  2. Present options — agents show 2-4 options with pros/cons
  3. You decide — the user always makes the call
  4. Draft — agents show work before finalizing
  5. Approve — nothing gets written without your sign-off

You stay in control. The agents provide structure and expertise, not autonomy.

Automated Safety

Hooks run automatically on every session:

Hook Trigger What It Does
validate-commit.sh PreToolUse (Bash) Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not git commit
validate-push.sh PreToolUse (Bash) Warns on pushes to protected branches — exits early if the command is not git push
validate-assets.sh PostToolUse (Write/Edit) Validates naming conventions and JSON structure — exits early if the file is not in assets/
session-start.sh Session open Shows current branch and recent commits for orientation
detect-gaps.sh Session open Detects fresh projects (suggests /start) and missing design docs when code or prototypes exist
pre-compact.sh Before compaction Preserves session progress notes
post-compact.sh After compaction Reminds Claude to restore session state from active.md
notify.sh Notification event Shows Windows toast notification via PowerShell
session-stop.sh Session close Archives active.md to session log and records git activity
log-agent.sh Agent spawned Audit trail start — logs subagent invocation
log-agent-stop.sh Agent stops Audit trail stop — completes subagent record
validate-skill-change.sh PostToolUse (Write/Edit) Advises running /skill-test after any .claude/skills/ change

Note: validate-commit.sh, validate-assets.sh, and validate-skill-change.sh fire on every Bash/Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.

Permission rules in settings.json auto-allow safe operations (git status, test runs) and block dangerous ones (force push, rm -rf, reading .env files).

Path-Scoped Rules

Coding standards are automatically enforced based on file location:

Path Enforces
src/gameplay/** Data-driven values, delta time usage, no UI references
src/core/** Zero allocations in hot paths, thread safety, API stability
src/ai/** Performance budgets, debuggability, data-driven parameters
src/networking/** Server-authoritative, versioned messages, security
src/ui/** No game state ownership, localization-ready, accessibility
design/gdd/** Required 8 sections, formula format, edge cases
tests/** Test naming, coverage requirements, fixture patterns
prototypes/** Relaxed standards, README required, hypothesis documented

Design Philosophy

This template is grounded in professional game development practices:

  • MDA Framework — Mechanics, Dynamics, Aesthetics analysis for game design
  • Self-Determination Theory — Autonomy, Competence, Relatedness for player motivation
  • Flow State Design — Challenge-skill balance for player engagement
  • Bartle Player Types — Audience targeting and validation
  • Verification-Driven Development — Tests first, then implementation

Customization

This is a template, not a locked framework. Everything is meant to be customized:

  • Add/remove agents — delete agent files you don't need, add new ones for your domains
  • Edit agent prompts — tune agent behavior, add project-specific knowledge
  • Modify skills — adjust workflows to match your team's process
  • Add rules — create new path-scoped rules for your project's directory structure
  • Tune hooks — adjust validation strictness, add new checks
  • Pick your engine — use the Godot, Unity, or Unreal agent set (or none)
  • Set review intensity — full (all director gates), lean (phase gates only), or solo (none). Set during /start or edit production/review-mode.txt. Override per-run with --review solo on any skill.

Platform Support

Primary development and testing on Windows 10 with Git Bash. All hooks use POSIX-compatible patterns (grep -E, not grep -P) and include fallbacks for missing tools, so they should run on macOS and Linux. The notify.sh hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Cross-platform testing is ongoing; please file issues for any platform-specific breakage.

Community


Supporting This Project

Claude Code Game Studios is free and open source. If it saves you time or helps you ship your game, consider supporting continued development:


 

Sponsorships help fund time spent maintaining skills, adding new agents, keeping up with Claude Code and engine API changes, and responding to community issues.


Built for Claude Code. Maintained and extended — contributions welcome via GitHub Discussions.

License

MIT License. See LICENSE for details.


File: docs/engine-reference/godot/modules/animation.md

Godot Animation — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • IK system fully restored: Complete inverse kinematics for 3D skeletons
    • CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK
    • Applied via SkeletonModifier3D nodes (not the old IK approach)
  • Animation editor QoL: Solo/hide/lock/delete for Bezier node groups; draggable timeline

4.5 Changes

  • BoneConstraint3D: Bind bones to other bones with modifiers
    • AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D

4.3 Changes (in training data)

  • AnimationMixer: Base class for both AnimationPlayer and AnimationTree
    • method_call_mode → callback_mode_method
    • playback_active → active
    • bone_pose_updated signal → skeleton_updated
  • Skeleton3D.add_bone(): Now returns int32 (was void)

Current API Patterns

AnimationPlayer (unchanged API, new base class)

gdscript
@onready var anim_player: AnimationPlayer = %AnimationPlayer

func play_attack() -> void:
    anim_player.play(&"attack")
    await anim_player.animation_finished

IK Setup (4.6 — NEW)

gdscript
# Add SkeletonModifier3D-based IK nodes as children of Skeleton3D
# Available types:
# - SkeletonModifier3D (base)
# - TwoBoneIK (arms, legs)
# - FABRIK (chains, tentacles)
# - CCDIK (tails, spines)
# - Jacobian IK (complex multi-joint)
# - Spline IK (along curves)

# Configure in editor or code:
# 1. Add IK modifier node as child of Skeleton3D
# 2. Set target bone and tip bone
# 3. Add a Marker3D as the IK target
# 4. IK solver runs automatically each frame

BoneConstraint3D (4.5 — NEW)

gdscript
# Add as child of Skeleton3D
# Types:
# - AimModifier3D: Point bone at target
# - CopyTransformModifier3D: Mirror another bone's transform
# - ConvertTransformModifier3D: Remap transform values

AnimationTree (base class changed in 4.3)

gdscript
# AnimationTree now extends AnimationMixer (not Node directly)
# Use AnimationMixer properties:
@onready var anim_tree: AnimationTree = %AnimationTree

func _ready() -> void:
    anim_tree.active = true  # NOT playback_active (deprecated 4.3)

Common Mistakes

  • Using playback_active instead of active (deprecated since 4.3)
  • Using bone_pose_updated signal instead of skeleton_updated (renamed in 4.3)
  • Using old IK approach instead of SkeletonModifier3D system (restored in 4.6)
  • Not checking is AnimationMixer when type-checking animation nodes

File: docs/engine-reference/godot/modules/audio.md

Godot Audio — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

No major breaking changes to the audio API in 4.4–4.6. The core audio system
remains stable. Key updates are workflow improvements:

4.6 Changes

  • No audio-specific breaking changes in this release

4.5 Changes

  • No audio-specific breaking changes in this release

Current API Patterns

Playing Audio

gdscript
@onready var sfx_player: AudioStreamPlayer = %SFXPlayer
@onready var music_player: AudioStreamPlayer = %MusicPlayer

func play_sfx(stream: AudioStream) -> void:
    sfx_player.stream = stream
    sfx_player.play()

func play_music(stream: AudioStream, fade_time: float = 1.0) -> void:
    var tween: Tween = create_tween()
    tween.tween_property(music_player, "volume_db", -80.0, fade_time)
    await tween.finished
    music_player.stream = stream
    music_player.volume_db = 0.0
    music_player.play()

3D Spatial Audio

gdscript
@onready var audio_3d: AudioStreamPlayer3D = %AudioPlayer3D

func _ready() -> void:
    audio_3d.max_distance = 50.0
    audio_3d.attenuation_model = AudioStreamPlayer3D.ATTENUATION_INVERSE_DISTANCE
    audio_3d.unit_size = 10.0

Audio Buses

gdscript
# Set bus volumes
AudioServer.set_bus_volume_db(AudioServer.get_bus_index(&"Music"), volume_db)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index(&"SFX"), volume_db)

# Mute a bus
AudioServer.set_bus_mute(AudioServer.get_bus_index(&"Music"), true)

Object Pooling for SFX

gdscript
# Pre-create multiple AudioStreamPlayer nodes for concurrent sounds
var _sfx_pool: Array[AudioStreamPlayer] = []

func _ready() -> void:
    for i in range(8):
        var player := AudioStreamPlayer.new()
        player.bus = &"SFX"
        add_child(player)
        _sfx_pool.append(player)

func play_pooled(stream: AudioStream) -> void:
    for player in _sfx_pool:
        if not player.playing:
            player.stream = stream
            player.play()
            return

Common Mistakes

  • Creating new AudioStreamPlayer nodes at runtime instead of pooling
  • Not using audio buses for volume categories (Music, SFX, UI, Voice)
  • Using _process() for audio timing instead of signals (finished)

File: docs/engine-reference/godot/modules/input.md

Godot Input — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • Dual-focus system: Mouse/touch focus is now separate from keyboard/gamepad focus
    • Visual feedback differs by input method
    • Custom focus implementations may need updating
  • Select Mode keybind changed: "Select Mode" is now v key; old mode renamed "Transform Mode" (q key)

4.5 Changes

  • SDL3 gamepad driver: Gamepad handling delegated to SDL library for better cross-platform support
  • Recursive Control disable: Single property disables mouse/focus for entire node hierarchies

4.3 Changes (in training data)

  • InputEventShortcut: Dedicated event type for menu shortcuts (optional)

Current API Patterns

Input Actions (unchanged)

gdscript
func _physics_process(delta: float) -> void:
    var input_dir: Vector2 = Input.get_vector(
        &"move_left", &"move_right", &"move_forward", &"move_back"
    )
    if Input.is_action_just_pressed(&"jump"):
        jump()

Input Events (unchanged)

gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event is InputEventMouseButton:
        if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
            handle_click(event.position)
    elif event is InputEventKey:
        if event.keycode == KEY_ESCAPE and event.pressed:
            toggle_pause()

Focus Management (4.6 — CHANGED)

gdscript
# Mouse/touch and keyboard/gamepad focus are now SEPARATE
# Visual styles may differ depending on which input method is active
# If you have custom focus drawing, test with both input methods

# Standard approach still works:
func _ready() -> void:
    %StartButton.grab_focus()  # Keyboard/gamepad focus

# But be aware: mouse hover focus != keyboard focus in 4.6

Gamepad (4.5+ — SDL3 backend)

gdscript
# API unchanged, but SDL3 provides:
# - Better device detection across platforms
# - Improved rumble support
# - More consistent button mapping

func _input(event: InputEvent) -> void:
    if event is InputEventJoypadButton:
        if event.button_index == JOY_BUTTON_A and event.pressed:
            confirm_selection()

Common Mistakes

  • Not testing both mouse and keyboard focus paths (dual-focus in 4.6)
  • Assuming grab_focus() affects mouse focus (it only affects keyboard/gamepad in 4.6)
  • Using string literals instead of StringName (&"action") for action names in hot paths

File: docs/engine-reference/godot/modules/navigation.md

Godot Navigation — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.5 Changes

  • Dedicated 2D navigation server: No longer a proxy to 3D NavigationServer
    • Reduces export binary size for 2D-only games
    • API remains the same for both 2D and 3D

4.3 Changes (in training data)

  • NavigationRegion2D: Removed avoidance_layers and constrain_avoidance properties

Current API Patterns

gdscript
@onready var nav_agent: NavigationAgent3D = %NavigationAgent3D

func _ready() -> void:
    nav_agent.path_desired_distance = 0.5
    nav_agent.target_desired_distance = 1.0
    nav_agent.velocity_computed.connect(_on_velocity_computed)

func navigate_to(target: Vector3) -> void:
    nav_agent.target_position = target

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return
    var next_pos: Vector3 = nav_agent.get_next_path_position()
    var direction: Vector3 = global_position.direction_to(next_pos)
    nav_agent.velocity = direction * move_speed

func _on_velocity_computed(safe_velocity: Vector3) -> void:
    velocity = safe_velocity
    move_and_slide()
gdscript
@onready var nav_agent: NavigationAgent2D = %NavigationAgent2D

func navigate_to(target: Vector2) -> void:
    nav_agent.target_position = target

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return
    var next_pos: Vector2 = nav_agent.get_next_path_position()
    var direction: Vector2 = global_position.direction_to(next_pos)
    velocity = direction * move_speed
    move_and_slide()

Low-Level Path Query (3D)

gdscript
# Direct server query for custom pathfinding logic
var query := NavigationPathQueryParameters3D.new()
query.map = get_world_3d().navigation_map
query.start_position = global_position
query.target_position = target_pos
query.navigation_layers = navigation_layers

var result := NavigationPathQueryResult3D.new()
NavigationServer3D.query_path(query, result)
var path: PackedVector3Array = result.path

Avoidance

gdscript
# Enable RVO2-based local avoidance
nav_agent.avoidance_enabled = true
nav_agent.radius = 0.5
nav_agent.max_speed = move_speed
nav_agent.neighbor_distance = 10.0

# Use velocity_computed signal for avoidance-safe movement
nav_agent.velocity_computed.connect(_on_velocity_computed)

# Set velocity each frame (avoidance needs this)
nav_agent.velocity = desired_velocity
gdscript
# Use layers to separate walkable areas by agent type
# Layer 1: Ground units
# Layer 2: Flying units
# Layer 3: Swimming units
nav_agent.navigation_layers = 1  # Ground only
nav_agent.navigation_layers = 1 | 2  # Ground + Flying

Common Mistakes

  • Calling get_next_path_position() without checking is_navigation_finished()
  • Not setting velocity on the agent when avoidance is enabled (required for RVO2)
  • Using NavigationRegion2D.avoidance_layers (removed in 4.3)
  • Forgetting to bake navigation mesh after modifying geometry
  • Not setting navigation_layers (defaults to all layers)

File: docs/engine-reference/godot/modules/networking.md

Godot Networking — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • Networking section in breaking changes: See the official migration guide for
    specifics at the 4.5→4.6 level

4.5 Changes

  • No major networking API breaks — core multiplayer API remains stable

Current API Patterns

High-Level Multiplayer

gdscript
# Server
func host_game(port: int = 9999) -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_server(port)
    multiplayer.multiplayer_peer = peer
    multiplayer.peer_connected.connect(_on_peer_connected)
    multiplayer.peer_disconnected.connect(_on_peer_disconnected)

# Client
func join_game(address: String, port: int = 9999) -> void:
    var peer := ENetMultiplayerPeer.new()
    peer.create_client(address, port)
    multiplayer.multiplayer_peer = peer

RPCs

gdscript
# Server-authoritative pattern
@rpc("any_peer", "call_local", "reliable")
func request_action(action_data: Dictionary) -> void:
    if not multiplayer.is_server():
        return
    # Validate on server, then broadcast
    _execute_action.rpc(action_data)

@rpc("authority", "call_local", "reliable")
func _execute_action(action_data: Dictionary) -> void:
    # All peers execute the validated action
    pass

MultiplayerSpawner and MultiplayerSynchronizer

gdscript
# Use MultiplayerSpawner for automatic node replication
# Use MultiplayerSynchronizer for property synchronization

# MultiplayerSynchronizer setup:
# 1. Add as child of the node to sync
# 2. Configure replication properties in editor
# 3. Set visibility filters for relevancy

SceneMultiplayer Configuration

gdscript
func _ready() -> void:
    var scene_mp := multiplayer as SceneMultiplayer
    scene_mp.auth_callback = _authenticate_peer
    scene_mp.server_relay = false  # Direct peer connections

func _authenticate_peer(id: int, data: PackedByteArray) -> void:
    # Custom authentication logic
    pass

Common Mistakes

  • Not using "any_peer" for client-to-server RPCs (defaults to authority only)
  • Trusting client data without server-side validation
  • Using "unreliable" for game state changes (use for position updates only)
  • Not setting multiplayer authority (set_multiplayer_authority()) on spawned nodes

File: docs/engine-reference/godot/modules/physics.md

Godot Physics — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • Jolt Physics is the DEFAULT 3D engine for new projects
    • Existing projects keep their current physics engine setting
    • Better determinism, stability, and performance than GodotPhysics3D
    • Some HingeJoint3D properties (damp) only work with GodotPhysics3D
    • 2D physics UNCHANGED (still Godot Physics 2D)

4.5 Changes

  • 3D physics interpolation rearchitected: Moved from RenderingServer to SceneTree
    • User-facing API unchanged, but internal behavior may differ in edge cases

Physics Engine Selection (4.6)

text
Project Settings → Physics → 3D → Physics Engine:
- Jolt Physics (DEFAULT for new projects)
- GodotPhysics3D (legacy, still available)

Jolt vs GodotPhysics3D

Feature Jolt (default) GodotPhysics3D
Determinism Better Inconsistent
Stability Better Adequate
Performance Better for complex scenes Adequate
HingeJoint3D damp NOT supported Supported
Runtime warnings Yes, for unsupported properties No
Collision margins May behave differently Original behavior

Current API Patterns

Basic Physics Setup (unchanged)

gdscript
# CharacterBody3D movement — API unchanged across engines
extends CharacterBody3D

@export var speed: float = 5.0
@export var jump_velocity: float = 4.5

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta

    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "back")
    var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
    velocity.x = direction.x * speed
    velocity.z = direction.z * speed

    move_and_slide()

Raycasting (unchanged)

gdscript
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = collision_mask
var result: Dictionary = space_state.intersect_ray(query)
if result:
    var hit_point: Vector3 = result.position
    var hit_normal: Vector3 = result.normal

Common Mistakes

  • Assuming GodotPhysics3D is the default (Jolt since 4.6)
  • Using HingeJoint3D damp property without checking physics engine (Jolt ignores it)
  • Not testing collision edge cases when switching between physics engines

File: docs/engine-reference/godot/modules/rendering.md

Godot Rendering — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • D3D12 is the default rendering backend on Windows (was Vulkan)
  • Glow processes before tonemapping (was after) — uses screen blending mode
  • AgX tonemapper: new white point and contrast controls
  • SSR overhauled: better realism, visual stability, and performance

4.5 Changes

  • Shader Baker: Pre-compiles shaders to reduce startup time
  • SMAA 1x: New anti-aliasing option (sharper than FXAA, cheaper than TAA)
  • Stencil buffer support: Enables selective geometry masking/portal effects
  • Bent normal maps: Directional occlusion encoded in normal map textures
  • Specular occlusion: Ambient occlusion now correctly affects reflections

4.4 Changes

  • RenderingDevice.draw_list_begin: Many parameters removed; optional breadcrumb added
  • Shader texture types: Changed from Texture2D to Texture base type
  • Particles .restart(): Added optional keep_seed parameter

4.3 Changes (in training data)

  • Compositor node: Compositor + CompositorEffect for post-processing chains

Current API Patterns

Post-Processing (4.3+)

gdscript
# Use Compositor node — NOT manual viewport shader chains
# Add Compositor as child of WorldEnvironment or Camera3D
# Create CompositorEffect resources for each post-process step

Anti-Aliasing Options (4.6)

text
Project Settings → Rendering → Anti Aliasing:
- MSAA 2D/3D: Hardware MSAA (quality but expensive)
- Screen Space AA: FXAA (fast, blurry) or SMAA (sharp, moderate cost)  # SMAA new in 4.5
- TAA: Temporal (best quality, ghosting on fast motion)

Rendering Backend Selection (4.6)

text
Project Settings → Rendering → Renderer:
- Forward+ (default): Full featured, desktop-focused
- Mobile: Optimized for mobile/low-end, limited features
- Compatibility: OpenGL 3.3 / WebGL 2, broadest hardware support

Windows default backend: D3D12 (was Vulkan pre-4.6)

Common Mistakes

  • Assuming Vulkan is the default backend on Windows (D3D12 since 4.6)
  • Using manual viewport chains instead of Compositor for post-processing
  • Using Texture2D in shader uniform types (use Texture since 4.4)
  • Not using Shader Baker for projects with many shader variants

File: docs/engine-reference/godot/modules/ui.md

Godot UI — Quick Reference

Last verified: 2026-02-12 | Engine: Godot 4.6

What Changed Since ~4.3 (LLM Cutoff)

4.6 Changes

  • Dual-focus system: Mouse/touch focus is now SEPARATE from keyboard/gamepad focus
    • Visual feedback differs by input method
    • Custom focus implementations may need updating
  • TabContainer: Tab properties editable directly in Inspector
  • TileMapLayer scene tile rotation: Scene tiles can be rotated like atlas tiles

4.5 Changes

  • FoldableContainer: New accordion-style UI node for collapsible sections
  • Recursive Control behavior: Disable mouse/focus for entire node hierarchies
    with a single property
  • Screen reader support: Control nodes work with AccessKit
  • Live translation preview: Test different locales in-editor
  • RichTextLabel.push_meta: Added optional tooltip parameter (from 4.4)

4.4 Changes

  • GraphEdit.connect_node: Added optional keep_alive parameter

Current API Patterns

Theme and Style (4.6)

gdscript
# Editor uses new "Modern" theme by default
# For game UI, use custom themes as before:
var theme := Theme.new()
theme.set_color(&"font_color", &"Label", Color.WHITE)
theme.set_font_size(&"font_size", &"Label", 24)

Focus Management (4.6 — CHANGED)

gdscript
# Keyboard/gamepad focus (grab_focus still works)
func _ready() -> void:
    %StartButton.grab_focus()

# IMPORTANT: In 4.6, mouse hover is separate from keyboard focus
# Both can be active simultaneously on different controls
# Test your UI with BOTH mouse and keyboard/gamepad

# Focus neighbors (unchanged)
%Button1.focus_neighbor_bottom = %Button2.get_path()
%Button1.focus_neighbor_right = %Button3.get_path()

FoldableContainer (4.5 — NEW)

gdscript
# Accordion-style collapsible container
# Add as parent of content you want to make collapsible
# Children show/hide when header is clicked
# Configure via editor properties or code

Recursive Disable (4.5 — NEW)

gdscript
# Disable all mouse/focus interactions for a hierarchy
# Useful for disabling entire menu sections
%SettingsPanel.mouse_filter = Control.MOUSE_FILTER_IGNORE
# In 4.5+, this can propagate recursively to children

Localization-Ready UI (best practice)

gdscript
# Use tr() for all visible strings
label.text = tr("MENU_START_GAME")

# Use auto-wrap for labels (text length varies by language)
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART

# Test with live translation preview in editor (4.5+)

Common Mistakes

  • Assuming grab_focus() affects mouse focus (keyboard/gamepad only in 4.6)
  • Not testing UI with both mouse and gamepad after upgrading to 4.6
  • Hardcoding strings instead of using tr() for localization
  • Not using FoldableContainer for collapsible UI (new in 4.5, cleaner than custom)

File: docs/engine-reference/godot/breaking-changes.md

Godot — Breaking Changes

Last verified: 2026-02-12

Changes between Godot versions, focused on post-LLM-cutoff changes (4.4+).

4.5 → 4.6 (Jan 2026 — POST-CUTOFF, HIGH RISK)

Subsystem Change Details
Physics Jolt is now the DEFAULT 3D physics engine New projects use Jolt automatically. Existing projects keep their setting. Some HingeJoint3D properties (like damp) only work with GodotPhysics.
Rendering Glow processes BEFORE tonemapping Was after tonemapping. Scenes with glow will look different. Adjust intensity/blend in WorldEnvironment.
Rendering D3D12 default on Windows Was Vulkan. For better driver compatibility.
Rendering AgX tonemapper new controls White point and contrast parameters added.
Core Quaternion initializes to identity Was zero. Unlikely to affect most code but technically breaking.
UI Dual-focus system Mouse/touch focus now separate from keyboard/gamepad focus. Visual feedback differs by input method.
Animation IK system fully restored CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK via SkeletonModifier3D nodes.
Editor New "Modern" theme default Grayscale replaces blue-tint. Restore: Editor Settings → Interface → Theme → Style: Classic
Editor "Select Mode" keybind changed New "Select Mode" (v key) prevents accidental transforms. Old mode renamed "Transform Mode" (q key).
2D TileMapLayer scene tile rotation Scene tiles can now be rotated like atlas tiles.
Localization CSV plural form support No longer requires Gettext for plurals. Context columns added.
C# Automatic string extraction Translation strings auto-extracted from C# code.
Plugins New EditorDock class Specialized container for plugin docks with layout control.

4.4 → 4.5 (Late 2025 — POST-CUTOFF, HIGH RISK)

Subsystem Change Details
GDScript Variadic arguments added Functions can accept ... arbitrary params — new language feature
GDScript @abstract decorator Abstract classes and methods now enforceable
GDScript Script backtracing Detailed call stacks available even in Release builds
Rendering Stencil buffer support New capability for advanced visual effects
Rendering SMAA 1x antialiasing New post-processing AA option
Rendering Shader Baker Pre-compiles shaders — reportedly 20x faster startup on some demos
Rendering Bent normal maps, specular occlusion New material features
Accessibility Screen reader support Control nodes work with accessibility tools via AccessKit
Editor Live translation preview Test GUI layouts in different languages in-editor
Physics 3D interpolation rearchitected Moved from RenderingServer to SceneTree. API unchanged but internals differ.
Animation BoneConstraint3D New: AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D
Resources duplicate_deep() added New explicit method for deep duplication of nested resources
Navigation Dedicated 2D navigation server No longer a proxy to 3D navigation; smaller export for 2D games
UI FoldableContainer node New accordion-style container for collapsible UI sections
UI Recursive Control behavior Disable mouse/focus interactions across entire node hierarchies
Platform visionOS export support New platform target
Platform SDL3 gamepad driver Delegated gamepad handling to SDL library
Platform Android 16KB page support Required for Google Play targeting Android 15+

4.3 → 4.4 (Mid 2025 — NEAR CUTOFF, VERIFY)

Subsystem Change Details
Core FileAccess.store_* return bool Was void. Methods: store_8, store_16, store_32, store_64, store_buffer, store_csv_line, store_double, store_float, store_half, store_line, store_pascal_string, store_real, store_string, store_var
Core OS.execute_with_pipe Added optional blocking parameter
Core RegEx.compile/create_from_string Added optional show_error parameter
Rendering RenderingDevice.draw_list_begin Many parameters removed; breadcrumb parameter added
Rendering Shader texture types Parameter/return types changed from Texture2D to Texture
Particles .restart() method Added optional keep_seed parameter (CPU/GPU 2D/3D)
GUI RichTextLabel.push_meta Added optional tooltip parameter
GUI GraphEdit.connect_node Added optional keep_alive parameter

4.2 → 4.3 (In Training Data — LOW RISK)

Subsystem Change Details
Animation Skeleton3D.add_bone returns int32 Was void
Animation bone_pose_updated signal Replaced by skeleton_updated
TileMap TileMapLayer replaces TileMap One node per layer instead of multi-layer single node
Navigation NavigationRegion2D Removed avoidance_layers, constrain_avoidance properties
Editor EditorSceneFormatImporterFBX Renamed to EditorSceneFormatImporterFBX2GLTF
Animation AnimationMixer base class AnimationPlayer and AnimationTree now extend AnimationMixer