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.zipInstalls to .claude/skills/godot-wechat-minigame-adapter
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
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.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
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/4.6at commita16e481cf424f8e39dc2cdea1a6bdc1e309acdc1 - 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:
-
Exact-base apply
- Recommended.
- The target repo is an official Godot checkout at
a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1. - Run the bundled apply script first.
-
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/andsources/in this skill as the authoritative public package. - Apply core first. Optional modules come later.
- Do not pull missing code from
C:\toolkit\godot4-customor 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:
godot-sdk.jsgodot-loader.js- 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.
- Minimal replacement for the old external
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.jsandgodot-loader.js.
- The minimal runtime shell contract for
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.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| godot-wechat-minigame-adapter (this skill) | 0 | 1mo | Review | Advanced |
| validate | 1 | 7mo | Review | Intermediate |
| upgrade-deps | 0 | 4mo | Review | Advanced |
| vcpkg | 0 | 1mo | No flags | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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