
Net Factory Godot Helper
- 1 installs
- Updated April 26, 2026
- afindex/gd_factory
net-factory-godot-helper is a Claude Code skill that drives the net_factory Godot 4.6 C# project from the terminal via the godot_mono CLI.
About
net-factory-godot-helper is a Claude Code skill that acts as a terminal-first helper for the net_factory Godot 4.6 C# project, driven through the godot_mono command-line entrypoint. It gives canned commands to import assets, build the C# solution, open the editor, run scenes, run scripts or syntax checks, and capture stable log files. It sets project defaults (project path, main scene, assembly name) and guardrails, such as always using godot_mono and running the build after C# changes. Developers use it when work on this Godot repository should be driven from the CLI.
- Terminal-first helper for the net_factory Godot 4.6 C# project driven through the godot_mono CLI
- Canned commands to import assets, build C# solutions, open the editor, run scenes, and capture logs
- Guardrails: use godot_mono only, prefer res:// paths, run --build-solutions after C# changes
Net Factory Godot Helper by the numbers
- 1 all-time installs (skills.sh)
- Ranked #218 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Jul 7, 2026 (Skillselion catalog sync)
net-factory-godot-helper capabilities & compatibility
- Capabilities
- build automation · debugging · cli tooling
- Use cases
- devops · debugging
- Platforms
- Windows
What net-factory-godot-helper says it does
Terminal-first helper for the net_factory Godot 4.6 C# project.
Use `godot_mono` as the command-line entrypoint for this repository.
When C# files change, run the `--build-solutions` command before finishing.
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| Installs | 1 |
|---|---|
| Last updated | April 26, 2026 |
| Repository | afindex/gd_factory ↗ |
What it does
Drive the net_factory Godot 4.6 C# project from the terminal via godot_mono to import assets, build solutions, run scenes, and capture logs.
Who is it for?
Running import, build, editor, and scene commands for the net_factory Godot C# project from the CLI.
Skip if: Projects other than net_factory, or replacing godot_mono with a plain godot binary or editor-only tool.
When should I use this skill?
Work on the net_factory Godot repository should be driven through the godot_mono CLI from the project root.
What you get
Reliable godot_mono commands for import, build, run, and log capture scoped to the net_factory project.
- build outputs
- scene runs
- captured log files
By the numbers
- seven common godot_mono commands
- Godot 4.6
- main scene res://scenes/demo_launcher.tscn
Files
Use godot_mono as the command-line entrypoint for this repository.
Project Defaults
- Work from
D:\Godot\projs\net-factory. - Prefer
godot_mono --path D:\Godot\projs\net-factory ...so the command always targets the correct project. - Main scene:
res://scenes/demo_launcher.tscn. - C# assembly:
net_factory.
Common Commands
- Open the editor:
godot_mono --path D:\Godot\projs\net-factory --editor
- Import resources and quit:
godot_mono --path D:\Godot\projs\net-factory --headless --import
- Build the C# solution:
godot_mono --path D:\Godot\projs\net-factory --headless --build-solutions --quit
- Run the project's default scene:
godot_mono --path D:\Godot\projs\net-factory
- Run a specific scene:
godot_mono --path D:\Godot\projs\net-factory --scene res://scenes/demo_launcher.tscn
- Run a script or syntax check:
godot_mono --path D:\Godot\projs\net-factory --headless --script res://path/to/script.gd --check-only
- Capture a stable log file:
Add --log-file artifacts/<name>.log
Workflow
1. Choose the smallest godot_mono command that can prove the task. 2. Use --headless for import, build, and script-driven validation when no UI is needed. 3. Use --log-file when the run may be noisy, long, or worth preserving in artifacts/. 4. If a command fails, keep the exact godot_mono output and fix the project or flags instead of switching to another Godot binary. 5. Prefer res:// paths for scenes and scripts passed to Godot.
Guardrails
- Do not replace
godot_monowithgodot, a hardcoded.exepath, or an editor-only tool unless the user explicitly asks. - Do not edit
project.godotdirectly unless the task truly requires it. - When C# files change, run the
--build-solutionscommand before finishing.
interface:
display_name: "Net Factory Godot Helper"
short_description: "Run net_factory via godot_mono"
default_prompt: "Use $net-factory-godot-helper to run or validate the net_factory Godot C# project with godot_mono."
Related skills
FAQ
What binary does it use?
godot_mono only, as the command-line entrypoint; it should not be replaced with a plain godot binary or hardcoded exe unless the user asks.
When must the C# solution be built?
When C# files change, run the --build-solutions command before finishing.