gamedev-skills/awesome-gamedev-agent-skills

godot-3d-essentials

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.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentials

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

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).

  1. 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.

  1. Light the scene. A DirectionalLight3D is the sun; OmniLight3D/SpotLight3D are

local. Enable shadows per light. Without lights and ambient, surfaces render black.

  1. Add a `WorldEnvironment` with an Environment resource: background (sky/color),

ambient light, tonemap, and post (glow, SSAO, fog, adjustments).

  1. Give meshes materials (StandardMaterial3D or a ShaderMaterial) on

MeshInstance3D.

  1. 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)

gdscript
extends Camera3D

@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0

func _physics_process(delta: float) -> void:
    if target == null:
        return
    var desired := target.global_position + offset
    global_position = global_position.lerp(desired, smooth * delta)  # smooth follow
    look_at(target.global_position, Vector3.UP)                      # face the target

2. Sun + environment in code

gdscript
func _ready() -> void:
    var sun := DirectionalLight3D.new()
    sun.rotation_degrees = Vector3(-45, -30, 0)
    sun.shadow_enabled = true
    add_child(sun)

    var we := WorldEnvironment.new()
    var env := Environment.new()
    env.background_mode = Environment.BG_SKY
    env.sky = Sky.new()
    env.sky.sky_material = ProceduralSkyMaterial.new()
    env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
    env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
    env.glow_enabled = true
    we.environment = env
    add_child(we)

3. Assign a StandardMaterial3D from code

gdscript
func tint_mesh(mesh: MeshInstance3D, color: Color) -> void:
    var mat := StandardMaterial3D.new()
    mat.albedo_color = color
    mat.metallic = 0.0
    mat.roughness = 0.6
    mat.emission_enabled = true
    mat.emission = color * 0.3
    mesh.material_override = mat       # overrides the mesh's surface materials

4. Place tiles into a GridMap

gdscript
@onready var grid: GridMap = $GridMap   # cell_size + mesh_library set in the editor

func build_floor(width: int, depth: int, item_id: int) -> void:
    for x in width:
        for z in depth:
            # set_cell_item(Vector3i cell, int item, orientation = 0)
            grid.set_cell_item(Vector3i(x, 0, z), item_id)

Pitfalls

  • Scene renders black → no lights and no ambient. Add a DirectionalLight3D and/or a

WorldEnvironment with ambient/sky. New scenes have neither by default.

  • No camera / wrong camera. If nothing shows, no Camera3D is current. Set

current = true or make_current(); only one camera renders per viewport.

  • Confusing local vs global transforms. position/rotation are relative to the

parent; global_position/global_transform are world space. Mixing them under a rotated parent gives surprising results. look_at uses global coordinates.

  • Scaling physics/lights. Non-uniform scale on a Node3D distorts child collisions

and lights; prefer scaling the mesh asset or using uniform scale.

  • Forgetting `from`/`up` in `look_at`. look_at(target, up) — a target equal to the

node's position, or an up parallel to the look direction, produces NaNs/flips.

  • GridMap with no `MeshLibrary` places nothing. Create a MeshLibrary (from scenes)

and assign it; set_cell_item(cell, -1) clears a cell.

  • HDR/glow too strong → check tonemap_mode and glow thresholds; raw emissive values

bloom hard under filmic tonemapping.

References

  • For Transform3D math, camera projection modes, light/shadow params, the full

Environment/post-processing options, MeshLibrary creation, and ReflectionProbe/ LightmapGI lighting, read references/scene-and-environment.md.

Related skills

  • godot-physics — 3D bodies, areas, and raycasts.
  • godot-shaders — spatial shaders for custom 3D surfaces.
  • godot-animation — AnimationTree for 3D characters.
  • camera-systems — third-person orbit / first-person look rigs, framing, and collision.
  • performance-optimization — keep 3D scenes within frame budget (draw calls, lights, LOD).
  • fps-shooter — composes 3D movement, input, and AI into a game.

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