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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)
At a glance

net-factory-godot-helper capabilities & compatibility

Capabilities
build automation · debugging · cli tooling
Use cases
devops · debugging
Platforms
Windows
From the docs

What net-factory-godot-helper says it does

Terminal-first helper for the net_factory Godot 4.6 C# project.
SKILL.md
Use `godot_mono` as the command-line entrypoint for this repository.
SKILL.md
When C# files change, run the `--build-solutions` command before finishing.
SKILL.md
npx skills add https://github.com/afindex/gd_factory --skill net-factory-godot-helper

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Listed on Skillselion
Installs1
Last updatedApril 26, 2026
Repositoryafindex/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

SKILL.mdMarkdownGitHub ↗

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_mono with godot, a hardcoded .exe path, or an editor-only tool unless the user explicitly asks.
  • Do not edit project.godot directly unless the task truly requires it.
  • When C# files change, run the --build-solutions command before finishing.

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.

Game Developmentbackenddevops

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