Godot Performance Profiler
Detects performance bottlenecks in Godot projects including expensive _process functions, get_node() calls in loops, instantiations in _process, and provides optimization suggestions with Godot profiler integration
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Detects performance bottlenecks in Godot projects including expensive _process functions, get_node() calls in loops, instantiations in _process, and provides optimization suggestions with Godot profiler integration
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 signal connected multiple times, conflicting physics modes, competing animations. Automatically resolves conflicts wi...
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. Automatically generates .tscn scene files, updates parent scripts with @onready references, and creates reusable comp...
Use when Godot code has tight coupling via get_node(), get_parent(), or direct references creating brittle dependencies. Detects coupling patterns and transforms to signal-based communication. Components become independent, testable, and reusable. Preserves exact behavior while improving architec...
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 optional static typing. Essential for Godot 3.x to 4.x migration projects.
Use when developing Godot games and need comprehensive test coverage for GDScript classes, signals, scene initialization, and integration flows. Generates GUT framework unit tests, integration tests, mock/stub helpers, and CI/CD test runner configuration.
Use when Godot background layers or elements follow the camera at runtime but show incorrect position in editor. Detects camera-following patterns and syncs editor position to match typical runtime state. Makes editor preview accurately show what players will see during gameplay.
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 feature), implements gyroscope/accelerometer input on mobile, creates context-sensitive input handling for different game st...
Use when Godot scripts exceed 150 lines or have multiple responsibilities. Detects scripts doing too many things (player movement + combat + inventory + UI). Automatically splits into focused scripts following Single Responsibility Principle, preserves behavior exactly, and creates git commits pe...
Use when Godot project has scattered files with no clear organization. Detects assets, scripts, scenes, and resources in root or inconsistent locations. Automatically creates organized directory structure following Godot best practices, moves files preserving references, and updates all dependenc...
Modernize Godot 3.x UI to 4.x best practices with theme extraction, responsive layouts, hiDPI support, and RichTextLabel BBCode patterns
Use when setting up AnimationTree nodes for state machine-driven animation, creating AnimationNodeStateMachine graphs, configuring BlendSpace2D/3D for locomotion blending, implementing state transition conditions, or creating animation blend trees for complex animation mixing. Supports player cha...
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