What problem does it solve? Building collectible and scavenger-hunt systems in Godot often leads to duplicate ID bugs, double-counted pickups, lost progress on scene reloads, and soft-locked final items. This Skill provides a proven architecture for stable collectible IDs, authoritative progress tracking, and persistent find-all-X hunts. ## Core Features & Use Cases - Stable Collectible IDs: One-shot Area3D pickups with unique item_id and collection_id exports that survive scene moves and reloads. - Authoritative Collection Manager: Central register of collected IDs with get_remaining_ids() queries, save/load of ID sets, and completion tracking. - Compass & Spawner Utilities: Nearest-item compass UI guidance and Marker3D-based hidden item spawners for randomized hunts. - Use Case: Build a 50-coin scavenger hunt where collected coins persist across sessions, an archive UI shows silhouettes of uncollected items, and a compass always points to the nearest remaining coin without soft-locking the last pickup. ## Quick Start Ask the AI to implement a collectible scavenger hunt in Godot with persistent progress, a completion archive UI, and a compass pointing to the nearest remaining item.