godot-resource-creator
Create Godot resource files (.tres) programmatically including themes, materials, environments, and custom resources. Essential for giving games their visual identity.
Install / Use
npx skills add Jorge-D-Robles/vibe-rpgInstalls into whichever agent you are using.
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View source on GitHubname: godot-resource-creator description: Create Godot resource files (.tres) programmatically including themes, materials, environments, and custom resources. Essential for giving games their visual identity.
Godot Resource Creator Skill
Creates .tres (text resource) files for Godot 4. These are used for themes, materials, environments, physics materials, and custom resources.
Tool Usage
python3 .gemini/skills/godot-resource-creator/scripts/create_resource.py \
--type "Theme" \
--output "res://themes/main_theme.tres" \
--properties "default_font_size=18"
For complex resources, write the .tres content directly.
.tres File Format
[gd_resource type="<ResourceType>" load_steps=<N> format=3]
[ext_resource type="<Type>" path="<path>" id="<id>"]
[sub_resource type="<Type>" id="<id>"]
property = value
[resource]
property = value
Common Resource Templates
Theme
[gd_resource type="Theme" format=3]
[resource]
default_font_size = 18
Environment (3D)
[gd_resource type="Environment" format=3]
[sub_resource type="ProceduralSkyMaterial" id="sky_mat"]
sky_top_color = Color(0.2, 0.4, 0.8, 1)
sky_horizon_color = Color(0.6, 0.7, 0.9, 1)
ground_bottom_color = Color(0.1, 0.07, 0.05, 1)
ground_horizon_color = Color(0.6, 0.7, 0.9, 1)
[sub_resource type="Sky" id="sky"]
sky_material = SubResource("sky_mat")
[resource]
background_mode = 2
sky = SubResource("sky")
ambient_light_source = 2
ambient_light_color = Color(0.5, 0.5, 0.6, 1)
tonemap_mode = 2
glow_enabled = true
fog_enabled = true
fog_light_color = Color(0.7, 0.75, 0.85, 1)
fog_density = 0.01
StyleBoxFlat (for UI panels)
[gd_resource type="StyleBoxFlat" format=3]
[resource]
bg_color = Color(0.15, 0.15, 0.2, 0.9)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(0.4, 0.5, 0.8, 1)
corner_radius_top_left = 8
corner_radius_top_right = 8
corner_radius_bottom_right = 8
corner_radius_bottom_left = 8
shadow_color = Color(0, 0, 0, 0.3)
shadow_size = 4
ShaderMaterial
[gd_resource type="ShaderMaterial" load_steps=2 format=3]
[sub_resource type="Shader" id="shader_1"]
code = "shader_type canvas_item;
uniform vec4 color : source_color = vec4(1.0);
void fragment() {
COLOR = color;
}"
[resource]
shader = SubResource("shader_1")
shader_parameter/color = Color(1, 0.5, 0, 1)
PhysicsMaterial
[gd_resource type="PhysicsMaterial" format=3]
[resource]
friction = 0.8
bounce = 0.2
AudioBusLayout
[gd_resource type="AudioBusLayout" format=3]
[resource]
bus/1/name = &"SFX"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
bus/2/name = &"Music"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = -3.0
bus/2/send = &"Master"
Tips
load_steps= number of ext_resource + sub_resource + 1[resource]section is the main resource being defined- For Theme resources, it's often better to create them via code or a dedicated theme editor — the .tres format for themes is very verbose
- AudioBusLayout should be saved as
res://default_bus_layout.tresand set in project settings
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