defold-project-setup
Downloads Defold project dependencies into .deps/ folder. Also provides recommended game.project settings. Use FIRST before any other task when .deps/ folder is missing or empty, or after editing dependency URLs in game.project. Also use when creating a new project, configuring game.project, or asking about recommended project settings.
Best use case
defold-project-setup is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Downloads Defold project dependencies into .deps/ folder. Also provides recommended game.project settings. Use FIRST before any other task when .deps/ folder is missing or empty, or after editing dependency URLs in game.project. Also use when creating a new project, configuring game.project, or asking about recommended project settings.
Teams using defold-project-setup should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/defold-project-setup/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How defold-project-setup Compares
| Feature / Agent | defold-project-setup | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Downloads Defold project dependencies into .deps/ folder. Also provides recommended game.project settings. Use FIRST before any other task when .deps/ folder is missing or empty, or after editing dependency URLs in game.project. Also use when creating a new project, configuring game.project, or asking about recommended project settings.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Setup Defold Project Downloads and extracts Defold library dependencies and engine builtins into the `.deps/` directory, which is used as read-only context for resolving module references. Also provides recommended `game.project` settings for new projects. ## When to Run - **Before any task** if the `.deps/` folder does not exist or is empty. - **After editing dependencies** in `game.project` (any `[project] dependencies#N` entry was added, removed, or changed). ## How to Run Execute the setup script from the project root: **Windows (PowerShell):** ```powershell python .agents/skills/defold-project-setup/scripts/fetch_deps.py ``` **Linux/macOS:** ```bash python3 .agents/skills/defold-project-setup/scripts/fetch_deps.py ``` Use `--dry-run` to print what would be done without downloading or extracting anything. ## What It Does 1. Reads `game.project` and parses all `[project] dependencies#N` URLs. 2. Downloads each dependency zip to a temporary directory. 3. Inspects each zip's `game.project` for `[library] include_dirs`. 4. Extracts only the declared include directories into `.deps/`. 5. Downloads Defold engine builtins into `.deps/builtins/` (from the latest stable release). ## After Running - The `.deps/` folder is ready for use as a read-only include directory. ## Recommended game.project settings When creating a new project or reviewing `game.project`, apply these recommended baseline settings. They provide sensible defaults for most Defold games. ### [html5] ```ini [html5] scale_mode = Stretch heap_size = 64 cssfile = /builtins/manifests/web/dark_theme.css retry_count = 1000 ``` - `scale_mode = Stretch` — the HTML5 canvas fills the entire browser window. - `heap_size = 64` — 64 MB is enough for most games; the engine will allocate more if needed. - `cssfile = /builtins/manifests/web/dark_theme.css` — dark theme is a better default than white. - `retry_count = 1000` — the engine retries loading game files up to 1000 times on network issues, preventing failures on slow connections. ### [engine] ```ini [engine] fixed_update_frequency = 60 max_time_step = 0.05 ``` - `fixed_update_frequency = 60` — fixed update runs at 60 FPS (this is the Defold default). - `max_time_step = 0.05` — the game runs without slowdowns down to 20 FPS. Below that, the game slows down instead of skipping large time chunks. ### [physics] ```ini [physics] gravity_y = -1000.0 scale = 0.01 velocity_threshold = 100.0 use_fixed_timestep = 1 max_fixed_timesteps = 0 ``` - `gravity_y = -1000.0` — this value is multiplied by `physics.scale`, so internally the physics engine sees -10 m/s² (Earth gravity). - `scale = 0.01` — for 2D games this is typically `0.01` (1 pixel = 0.01 m). For 3D games use `1.0` (1 unit = 1 m). - `velocity_threshold = 100.0` — (2D physics only) for stable physics this should be `1.0 / physics.scale`, so `100.0` when scale is `0.01`. - `use_fixed_timestep = 1` — physics runs in fixed timestep mode. Move object interpolation between physics steps via the `object_interpolation` extension. - `max_fixed_timesteps = 0` — (3D physics only) passes fixed dt directly from the Defold engine to Bullet3D and disables Bullet3D's internal accumulator.
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