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v3.9.0
How to install
Designed to work with any AI coding assistant that reads AGENTS.md. Built and tested on Claude Code; other assistants are untested.
Install from the release, which installs the latest version. Pick one of three ways:
Option 1: the skill (any assistant):
npx skills add Freakling/Godot-Director
In Claude Code this becomes a /godot-director command. The skill fetches the latest Godot Director release and runs onboarding.
Option 2: the Claude Code plugin:
/plugin marketplace add Freakling/Godot-Director
/plugin install godot-director@godot-director
The plugin installs the latest release. Open a new session in your game, then run /godot-director:godot-director.
Option 3: manual:
Put the latest release in your game's root folder, next to project.godot, as a folder named Godot-Director. The release's tag is v followed by its version number, and the Releases page shows the latest one. Run git clone --branch <tag> --depth 1 https://github.com/Freakling/Godot-Director.git Godot-Director there, replacing <tag> with it, or download that release's source zip and rename the extracted folder. Then ask your assistant to read Godot-Director/ONBOARDING.md and follow it.
Upgrade:
- Skill: run
npx skills add Freakling/Godot-Directoragain to get the skill of the latest release, then ask for it (/godot-directorin Claude Code). - Plugin: run
/plugin marketplace update godot-directorand then/plugin update godot-director@godot-director. Start a new session in the game, and run/godot-director:godot-directoragain. - Manual: put the new Godot Director folder in the game, and ask for ONBOARDING.md again.
What's changed
- New:
/exportand an export step in onboarding (.godot-director/procedures/export.md). Exporting is Godot's own word for producing a game's binaries, so the skill is/export./exportexports the game. It reads the presets inexport_presets.cfg, finds Godot throughtools/godot_bin.local, checks that the export templates for the project's engine version are installed (and says how to install them when they aren't), runs--export-release(or--export-debugon request) headless for each preset, and reports the files it produced. Builds go tobuilds/<preset>/, which is gitignored. It commits nothing and changes no source file.- Onboarding asks for the export settings Godot doesn't have yet. The target platforms, and where exports run: on your machine, in a build container (local or in the cloud), or on a hosted service such as GitHub Actions, with guidance to set it up. The answers become presets in
export_presets.cfg, the platforms in the GDD, decision lines, and one line in AGENTS.md › Project rules. You can skip the step. - A skipped step stays visible. It adds an open question to GDD › Open Questions (which platforms, and where exports run) and a "Set up exports" item that depends on it.
/design Q<n>runs the step later, and/next-taskbuilds the setup once the question is answered. Changing exports later is a design session too. Depends oncan name an open question. An item that listsQ<n>there is ready once the question is no longer in Open Questions;/next-taskand the item format say so.- The installer adds
/builds/to the game's.gitignore. - Selftest checks that the procedure and skill exist and are wired into the rules, README, ONBOARDING and the skip path, that the installer ships them and the gitignore line, and needs no export templates. The example ignores
/builds/, and the scenarios gain one for/export.
Upgrade steps
- The installer adds
/builds/to the game's.gitignore; check that the line is there. - Ask the human whether the game should have exports, and run ONBOARDING.md › 6 › Exports: the platforms and where exports run. If the game already has
export_presets.cfg, read it first and ask only for what is missing. If the human skips it, add the open question and the "Set up exports" item that.godot-director/procedures/export.md› "When the human skips it" gives, with the game's nextQandTnumbers (bumpNextandNext IDs).