gamedev-skills/awesome-gamedev-agent-skillsチェック済み
SKILL DETAIL
godot-3d-essentials
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. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
インストール · 283出典を見る
Installation
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentials
スキルファイル
SKILL.md
最終同期 · 2026/10/22
references/scene-and-environment.md›
# 3D scene & environment reference (Godot 4.7)
Depth companion to `godot-3d-essentials`.
## Transform3D
A `Node3D` has a `Transform3D` = `Basis` (3x3 rotation/scale) + `origin` (Vector3).
```gdscript
global_position = Vector3(1, 0, 2)
rotate_y(deg_to_rad(90)) # rotate about local Y
rotation_degrees = Vector3(0, 45, 0)
look_at(target_global_pos, Vector3.UP) # global-space orientation
transform = transform.translated_local(Vector3.FORWARD * 2.0) # move along local -Z
basis = basis.orthonormalized() # fix drift after many rotations
```
Godot 3D convention: **-Z is forward**, +Y is up, +X is right.
## Camera3D
- `projection`: `PROJECTION_PERSPECTIVE` (fov) or `PROJECTION_ORTHOGONAL` (size).
- `fov`, `near`, `far`, `current`, `make_current()`, `clear_current()`.
- `project_ray_origin(screen_pos)` / `project_ray_normal(screen_pos)` for click-to-world
picking (combine with a physics raycast).
- `unproject_position(world_pos)` → screen position (e.g. floating health bars).
- For follow/orbit, parent the camera to a pivot `Node3D` and rotate the pivot.
## Lights
| Node | Role | Key props |
|------|------|-----------|
| `DirectionalLight3D` | Sun (parallel rays) | `shadow_enabled`, `light_energy`, `directional_shadow_mode` |
| `OmniLight3D` | Point light | `omni_range`, `light_energy`, `shadow_enabled` |
| `SpotLight3D` | Cone | `spot_range`, `spot_angle`, `shadow_enabled` |
Common: `light_color`, `light_energy`, `light_indirect_energy`, shadow bias settings.
Too many shadow-casting lights hurts performance — bake static lighting where possible.
## Environment & post-processing
`WorldEnvironment.environment` (an `Environment` resource):
- **Background:** `BG_CLEAR_COLOR`, `BG_COLOR`, `BG_SKY` (with a `Sky` +
`ProceduralSkyMaterial`/`PanoramaSkyMaterial`).
- **Ambient:** `ambient_light_source` (sky/color/disabled), `ambient_light_color`,
`ambient_light_energy`.
- **Tonemap:** `tonemap_mode` (LINEAR, REINHARD, FILMIC, ACES), `tonemap_exposure`,
`tonemap_white`.
- **Post:** `glow_enabled` (+ bloom/levels), `ssao_enabled`, `ssil_enabled`,
`sdfgi_enabled` (real-time GI), `fog_enabled`/`volumetric_fog_enabled`,
`adjustment_enabled` (brightness/contrast/saturation + color correction).
A `CameraAttributes` resource (Practical/Physical) adds DOF, auto-exposure, and exposure
controls, assigned on the camera or environment.
## Materials
`StandardMaterial3D` (PBR) key fields: `albedo_color`/`albedo_texture`, `metallic`,
`roughness`, `normal_enabled`+`normal_texture`, `emission_enabled`+`emission`,
`transparency` (`TRANSPARENCY_ALPHA`/`ALPHA_SCISSOR`), `cull_mode`, `shading_mode`
(`SHADING_MODE_PER_PIXEL` / `UNSHADED`). Apply via `MeshInstance3D.material_override` (all
surfaces) or `set_surface_override_material(i, mat)` (per surface). `ORMMaterial3D` packs
occlusion/roughness/metallic into one texture.
## GridMap & MeshLibrary
1. Build a scene where each child is a mesh + optional collision; export it as a
`MeshLibrary` (Scene > Export As > MeshLibrary), or convert a scene in the editor.
2. Assign the `MeshLibrary` to the `GridMap.mesh_library` and set `cell_size`.
3. Paint in the editor, or from code:
```gdscript
grid.set_cell_item(Vector3i(x, y, z), item_id, orientation)
grid.get_cell_item(Vector3i(x, y, z)) # -1 if empty (GridMap.INVALID_CELL_ITEM)
grid.get_used_cells()
grid.clear()
grid.map_to_local(cell) / grid.local_to_map(pos)
```
Orientation comes from `GridMap.get_orthogonal_index_from_basis(basis)`.
## Baked lighting & probes
- `LightmapGI` — bake static GI into lightmaps for static geometry (mark meshes "bake").
- `ReflectionProbe` — local cubemap reflections for an area.
- `VoxelGI` / `SDFGI` — dynamic GI (heavier). Use baked lightmaps for ship-quality static
scenes and reserve real-time GI for dynamic needs.
SKILL.md›
---
name: godot-3d-essentials
description: >
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. Use when building
a 3D scene in a Godot project, placing cameras/lights, configuring environment and
post-processing, or working with Node3D/.tscn 3D content and GridMap.
---
# 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)`.
2. **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.
3. **Light the scene.** A `DirectionalLight3D` is the sun; `OmniLight3D`/`SpotLight3D` are
local. Enable shadows per light. Without lights and ambient, surfaces render black.
4. **Add a `WorldEnvironment`** with an `Environment` resource: background (sky/color),
ambient light, tonemap, and post (glow, SSAO, fog, adjustments).
5. **Give meshes materials** (`StandardMaterial3D` or a `ShaderMaterial`) on
`MeshInstance3D`.
6. **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.