Claude Code Skills·Claude Skills·The open SKILL.md registry for Claude
ClaudSkillsAuthors › Asreonn

Asreonn

@asreonn on GitHub →

27 Claude Code skills authored by Asreonn.

updated 2026-05-23 · showing 1–27 of 27 by quality score

Average Pro QualityScore: 86.7/100

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Modernizes GDScript 1.0 (Godot 3.x) code to GDScript 2.0 (Godot 4.x) syntax. Converts yield to await, onready to @onready, export to @export, setget to property syntax, and adds…
Use when Godot ParallaxBackground/ParallaxLayer nodes show incorrect positions in editor due to parallax multipliers.
Use when building Godot features and your code creates nodes with .new() instead of using scenes. Detects Timer.new(), Area2D.new(), Sprite2D.new() and other code-created objects.
Use when configuring audio bus hierarchies in Godot, setting up AudioStreamPlayer pooling for performance, implementing 3D spatial audio, adding audio effect chains like reverb…
Use when you need to reorganize project folder structure, consolidate similar files, organize resources by type, and create a clean project architecture from current folder chaos.
Use when adding C# support to Godot 4.x projects or creating mixed GDScript/C# architectures. Sets up project structure, configures .csproj files, enables GDScript to C#…
Converts Godot 3.x shader code to Godot 4.x shader syntax. Updates SCREEN_TEXTURE to screen_texture uniform, DEPTH_TEXTURE to depth_texture uniform, texture() function changes,…
Use when creating Godot Editor plugins with custom docks, panels, and tools. Generates plugin.cfg configuration, EditorPlugin script templates, custom editor UI components, and…
Use when Godot project has scattered files with no clear organization. Detects assets, scripts, scenes, and resources in root or inconsistent locations.
Use when Godot scripts exceed 150 lines or have multiple responsibilities. Detects scripts doing too many things (player movement + combat + inventory + UI).
Use when Godot project has scripts scattered without clear organization. Detects scripts and organizes them by category (characters, enemies, components, managers, utilities).
Use when Godot code has tight coupling via get_node(), get_parent(), or direct references creating brittle dependencies.
Use when developing Godot games and need comprehensive test coverage for GDScript classes, signals, scene initialization, and integration flows.
Use when Godot project has disorganized assets (sprites, audio, fonts, materials). Detects scattered asset files and organizes them into clear categories with consistent naming.
Use when handling input in Godot 4.x projects and need to modernize patterns. Generates Input Map configurations from hardcoded key checks, sets up joypad rumble (Godot 4.x…
Use when Godot code has hardcoded game data in const arrays, dictionaries, or embedded values. Detects inline data like enemy stats, item definitions, level configurations.
Use when Godot background layers or elements follow the camera at runtime but show incorrect position in editor.
Detects performance bottlenecks in Godot projects including expensive _process functions, get_node() calls in loops, instantiations in _process, and provides optimization…
Use when setting up NavigationServer API, creating NavigationRegion2D/3D scenes, generating NavigationPolygon from TileMap, configuring NavigationAgent2D/3D, implementing obstacle…
Use when Godot code has operations that conflict with each other, creating undefined behavior. Detects same property set in multiple places (_ready, _process, code + editor), same…
Migrates legacy TileMap (Godot 4.0-4.2) to new TileMapLayer system (Godot 4.3+). Handles TileMap node conversion, API migration (set_cell to set_cells_terrain_connect), TileSet…
Use when building multiplayer games in Godot 4.x that require networked gameplay, player synchronization, or RPC communication.
Use when Godot nodes have position set in both .tscn (editor) and _ready() (code), creating confusion about actual runtime position.
Use when Godot project has position conflicts between editor (.tscn) and code (.gd), camera-following backgrounds, or runtime positions don't match editor preview.
Use when Godot project has code-created objects, tight coupling via direct references, monolithic scripts over 150 lines, or needs scene-first architecture with signals and…
Optimizes Godot 4.x rendering pipeline including renderer selection, 2D batching, occlusion culling, LOD configuration, draw call reduction, and material/shader optimization.
Use when setting up AnimationTree nodes for state machine-driven animation, creating AnimationNodeStateMachine graphs, configuring BlendSpace2D/3D for locomotion blending,…
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