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godot-3d-world-building — Claude Code skill for Godot 3D levels

A skill for building 3D levels in Godot: GridMap with MeshLibrary, CSG greyboxing, occlusion and chunk streaming. Useful once a prototype has to become a playable scene.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-world-building -a claude-code
Open on GitHub

What godot-3d-world-building does

The skill hands your agent a working order for level geometry. Start with the MeshLibrary: a source scene of MeshInstance3D plus StaticBody3D and CollisionShape3D, then Convert To MeshLibrary and check get_item_shapes(). Next comes the GridMap. Set cell_size once — changing it after tiles are placed leaves them where they were and breaks the grid.

CSG is for the rough blockout only. The order that works: finish boolean edits inside CSGCombiner3D, wait for await get_tree().process_frame, bake to a static mesh with collision using safe_csg_baking.gd or csg_bake_tool.gd, then delete the live CSG from the exported scene. Animating CSG nodes at runtime is off the table, because the CPU recalculates the boolean geometry every move.

Eight scripts ship with it: collision generation from meshes, a runtime GridMap builder that also bakes navigation, an LOD manager, OccluderInstance3D setup, proxy tiles for spawns and triggers, and threaded chunk loading through ResourceLoader.load_threaded_request. Sky, fog and WorldEnvironment are not covered here — that is the godot-3d-lighting skill. The licence is LGPL-3.0, so check how it sits with your project before pulling the code into a commercial build.

What it helps with

  • turn a set of meshes into a MeshLibrary tileset
  • bake a CSG blockout into a static mesh with collision
  • set up occlusion for an indoor level with many rooms
  • stream level chunks at runtime without stutter
  • move spawns and triggers off the GridMap into proxy tiles

Example prompts for the agent

  • Build a GridMap from res://tilesets/dungeon_library.tres, verify collision on every tile and bake a NavigationRegion3D
  • Bake the CSG room to a static mesh with safe_csg_baking.gd and remove CSGCombiner3D from the scene
  • Set up OccluderInstance3D for the dungeon and add LOD switching for distant corridors

How to install godot-3d-world-building

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-world-building -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-3d-world-building/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-3d-world-building/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-3d-world-building

How do I install godot-3d-world-building in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-world-building -a claude-code. The skill file then lives at ~/.claude/skills/godot-3d-world-building/SKILL.md.

What does godot-3d-world-building do?

It gives the agent patterns for 3D level design in Godot: GridMap with MeshLibrary, CSG for prototypes, occlusion, LOD and runtime chunk streaming. Eight scripts cover those tasks.

How is it different from godot-3d-lighting?

This one is level geometry only: tiles, CSG, occlusion, streaming. Sky, fog and WorldEnvironment live in the separate godot-3d-lighting skill, and the author asks that such requests be routed there.

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