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godot-wechat-minigame-adapter

Toolkit for porting Godot projects to WeChat Mini Game.

Install

mkdir -p .claude/skills/godot-wechat-minigame-adapter && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/13435" && unzip -o skill.zip -d .claude/skills/godot-wechat-minigame-adapter && rm skill.zip

Installs to .claude/skills/godot-wechat-minigame-adapter

Activation

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Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout. Use when the user wants to port official Godot to WeChat Mini Game, refresh a nearby 4.6-based port, or inspect the shipped patch/source bundle for WXMEMFS, `wx.request`, audio cleanup, `wx.getWindowInfo`, `wx.showKeyboard`, `.wasm.br`, and `wx.exitMiniProgram`. This skill is version-locked to the bundled upstream base and must not be described as a generic “Godot 4.x” patch dump.
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Advanced

Key capabilities

  • Apply the bundled adapter kit to an official Godot checkout
  • Refresh a nearby 4.6-based port of Godot to WeChat Mini Game
  • Inspect the shipped patch/source bundle for specific WeChat features
  • Verify the target Godot repository's commit and status
  • Build and package the adapted Godot project
  • Validate the port for runtime shell, WXMEMFS persistence, and audio replay

How it works

This skill applies a self-contained adapter kit, consisting of patches and source files, to an official Godot checkout to enable WeChat Mini Game compatibility. It involves verifying the target, applying the bundle, building, and validating the port.

Inputs & outputs

You give it
Official Godot checkout at a specific commit, or a nearby 4.6-based port
You get back
Adapted Godot project for WeChat Mini Game, build artifacts, or validation results

When to use godot-wechat-minigame-adapter

  • Porting Godot to WeChat
  • Refreshing game adapter patches
  • Inspecting WXMEMFS implementation
  • Resolving porting conflicts

About this skill

Godot WeChat Minigame Adapter

This skill is an open-source, self-contained adapter kit. It must work from:

  • an official Godot checkout at the bundled base commit
  • this skill directory

Do not rely on any private donor repo. If the target repo is not aligned to the bundled base, say that clearly and switch to a delta-refresh workflow instead of claiming drop-in support.

Supported Base

  • Primary supported upstream: origin/4.6 at commit a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1
  • Public bundle id: godot-4.6.2-rc-a16e481cf4

Read references/compatibility-matrix.md before editing if the target is not exactly on that base.

Start Mode

Pick one mode before editing:

  1. Exact-base apply

    • Recommended.
    • The target repo is an official Godot checkout at a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1.
    • Run the bundled apply script first.
  2. Near-base refresh

    • The target repo is close to the bundled base, but not exact.
    • Use the bundled sources and patches as the public source of truth.
    • Expect manual conflict resolution and replay only after checking references/recent-commit-deltas.md.

Hard Rules

  • Treat patches/ and sources/ in this skill as the authoritative public package.
  • Apply core first. Optional modules come later.
  • Do not pull missing code from C:\toolkit\godot4-custom or any other machine-local repo.
  • Do not describe this skill as “supports all Godot 4.x” or “works on any 4.6 build” unless you actually verified that target.
  • Keep donor-only features out of the default public path.

Workflow

1. Verify the Target

  • Confirm the repo root and current commit:
    git rev-parse HEAD
    git status --short
    
  • If the target is on the supported base, use exact-base apply.
  • If not, state the mismatch and read references/compatibility-matrix.md.

2. Apply the Public Bundle

Run from anywhere:

python <skill-dir>\scripts\apply_godot_patchset.py <target-repo>

Useful flags:

  • --include-optional audio-worker
  • --include-optional dev-types
  • --allow-base-mismatch
  • --allow-dirty

The script copies the bundled public source files, then applies the bundled patch series.

3. Vendor the Runtime Shell

If the downstream minigame host project still expects the old external SDK globals:

python <skill-dir>\scripts\install_min_runtime.py <dest-dir>

Then load:

  1. godot-sdk.js
  2. godot-loader.js
  3. generated godot.js

4. Build and Package

Run from the target Godot repo root:

scons platform=web target=template_release threads=no wasm_simd=no
node <skill-dir>\scripts\godot_process.js
cmd /c <skill-dir>\scripts\compress_wasm.bat

On Unix-like shells:

sh <skill-dir>/scripts/compress_wasm.sh

5. Validate

  • Read references/validation-checklist.md.
  • Do not call the port complete until the runtime shell, WXMEMFS persistence, large fetches, audio replay, display/input, and exit path all pass.

Package Layout

  • patches/godot-4.6.2-rc-a16e481cf4/
    • Version-locked patch bundle for the supported upstream base.
  • sources/godot-4.6.2-rc-a16e481cf4/
    • Public source files copied into the target repo before patch application.
  • assets/min-runtime/
    • Minimal replacement for the old external godot-minigame-sdk.

Read references/migration-modules.md for the exact core vs optional module split.

References

  • references/compatibility-matrix.md
    • Supported base, near-base policy, and intentionally excluded donor features.
  • references/migration-modules.md
    • Public package map: which files are shipped as source, which ship as patch, and which are optional.
  • references/recent-commit-deltas.md
    • Recent deltas already baked into the bundled base, plus what to replay when moving forward from it.
  • references/runtime-shell.md
    • The minimal runtime shell contract for godot-sdk.js and godot-loader.js.
  • references/validation-checklist.md
    • Build, packaging, and smoke-test gates.

Output Standard

When using this skill on a real repo, always leave behind:

  • the exact upstream commit or mismatch you worked against
  • the apply command you ran
  • which optional modules were included, if any
  • the exact validation steps run
  • any patch rejects or manual conflict resolutions
  • any intentionally skipped donor features that remain out of scope

When not to use it

  • When the target Godot version is not compatible with the bundled base commit
  • When a generic Godot 4.x patch dump is required
  • When the user needs to pull missing code from private repositories

Limitations

  • Version-locked to the bundled upstream base commit (a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1)
  • Must not be described as a generic “Godot 4.x” patch dump
  • Does not pull missing code from private donor repos

How it compares

This skill provides a version-locked, self-contained adapter kit for porting Godot to WeChat Mini Game, enforcing strict compatibility and providing specific scripts for application and validation, unlike a generic Godot patching process.

Compared to similar skills

godot-wechat-minigame-adapter side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
godot-wechat-minigame-adapter (this skill)01moReviewAdvanced
validate17moReviewIntermediate
upgrade-deps04moReviewAdvanced
vcpkg01moNo flagsAdvanced

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