Beehave
jame581/GodotPrompter
A skill your agent uses when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
A skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D…
$ npx skills add ericrisco/rsc-harness --skill godot -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ericrisco/rsc-harness godot --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot .claude/skills/godot && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .claude/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ericrisco/rsc-harness/tree/main/skills/godotType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ericrisco/rsc-harness --skill godot -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ericrisco/rsc-harness godot --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot .agents/skills/godot && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .agents/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill godot -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ericrisco/rsc-harness godot --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot .cursor/skills/godot && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .cursor/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ericrisco/rsc-harness.git --path skills/godot--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ericrisco/rsc-harness --skill godot -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ericrisco/rsc-harness godot --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot .gemini/skills/godot && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .gemini/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ericrisco/rsc-harness godotInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ericrisco/rsc-harness --skill godot -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot .github/skills/godot && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .github/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill godot -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ericrisco/rsc-harness godot --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot .opencode/skills/godot && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/godot into .opencode/skills/godot/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godotA skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D…
Godot is an agent skill from ericrisco/rsc-harness. Use when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D movement, GUT/gdUnit4 — or porting Godot 3 APIs to 4. NOT Unity/Unreal (that is unity/unreal), NOT .gdshader code (gamedev-shaders), NOT GDExtension C++ tooling (cpp).
Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/export-and-testing.md`).
It sits in Game Development, covering Game development. It works with Godot, C++ and C#. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.
Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot loads about 3.6k tokens when it runs, and up to ~8.2k if it reads all its reference files. Until then it costs about 89 tokens; SKILL.md has 1,281 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,281 words, ~3,577 tokens.
.claude/skills/godot/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Build 2D and 3D the way the engine is designed: scenes as reusable units, composition over deep node trees, signals for decoupling, static typing for speed and safety. GDScript (typed) is primary; C# parity snippets sit beside it.
This is Godot 4.x. Never emit Godot 3 APIs. Godot 4 renamed core nodes, moved annotations
behind @, replaced yield with await, and switched signal/file/tween APIs. A Godot 3 snippet
will not even parse in 4.x. Before writing or accepting any line, check it against this ban-list:
| Never (Godot 3) | Always (Godot 4.x) |
|---|---|
yield(timer, "timeout") | await timer.timeout |
onready var x = ... | @onready var x = ... |
export var hp = 3 | @export var hp := 3 |
tool (script mode line) | @tool (annotation, first line) |
KinematicBody / KinematicBody2D | CharacterBody3D / CharacterBody2D |
Spatial | Node3D |
Area / RigidBody / StaticBody | Area3D / RigidBody3D / StaticBody3D |
Sprite | Sprite2D |
scene.instance() | scene.instantiate() |
move_and_slide(velocity, UP) (positional) | set velocity property, then move_and_slide() — no args |
connect("hit", self, "_on_hit") | node.hit.connect(_on_hit) (Callable) |
File.new() / Directory.new() | FileAccess.open(...) / DirAccess.open(...) |
standalone Tween node + interpolate_property | create_tween() → tween.tween_property(...) |
OS.get_ticks_msec for gameplay timing | Time.get_ticks_msec() (OS timing moved to Time) |
PoolByteArray / PoolVector2Array | PackedByteArray / PackedVector2Array |
Lifecycle overrides must chain the parent with super() (Godot 3 called it implicitly; Godot 4
does not). If you override _ready, _process, _init, etc. in a script that extends another
script defining them, call super() / super._ready() or the base logic silently never runs.
Silent-breakers (compile fine, behave wrong — the dangerous class):
Array.slice(begin, end) — end is now exclusive (was inclusive in Godot 3). [1,2,3,4].slice(1,3) → [2,3].Camera2D.zoom is inverted vs Godot 3: a larger zoom now means zoomed in (magnified). Vector2(2,2) = 2× magnification, not half.TileMap is deprecated → use one TileMapLayer node per layer (since 4.3)._process(delta) delta is a float (GDScript) / double (C#) in seconds.Full table with every rename → references/godot3-to-4-traps.md.
.tscn) is the reusable unit — a self-contained tree you instance many times
(a Player, a Bullet, a HUD). Prefer composition: small scenes/nodes assembled, not one
60-node monolith. If a subtree has its own behavior, make it its own scene.class_name Foo registers a global type usable in the inspector and as Foo.new(). Use it for
reusable scripts and custom Resources; skip it for one-off scene scripts.snake_case.gd / snake_case.tscn for scenes and scripts; PascalCase for node
names in the tree and for class_name. Group by feature (player/, enemy/, ui/), not by type.| You need | Use |
|---|---|
| A thing in the tree that renders / moves / collides / processes | a Node (typed subclass) |
| A reusable, instanceable bundle of nodes | a scene (.tscn) |
| Behavior attached to a node | a script (.gd / .cs) |
| Pure data (stats, items, dialogue, level config) with no place in the tree | a custom Resource (.tres) |
Custom Resources are Godot's typed, savable, inspector-editable data objects — reach for them
instead of loose Dictionaries or JSON for game data. See references/nodes-scenes-resources.md.
class_name EnemyStats extends Resource
@export var max_health: int = 30
@export var speed: float = 120.0
@export var loot_table: Array[ItemDrop] = []Register a script or scene as an autoload (Project → Project Settings → Globals/Autoload) to get one always-present instance reachable by name from anywhere. Use it for cross-cutting state (save game, audio, run config) — not as a dumping ground.
The EventBus pattern decouples unrelated systems: an autoload that owns only signals. Emitters and listeners never reference each other, just the bus.
# event_bus.gd (autoload named "Events")
extends Node
signal enemy_died(position: Vector2, xp: int)
signal score_changed(new_score: int)# emitter # listener (anywhere)
Events.enemy_died.emit(global_position, 10)
Events.enemy_died.connect(_on_enemy_died)Keep gameplay logic in nodes; let the bus carry the notification, not the behavior.
_init() runs at construction (no tree, no @onready yet). _ready() runs once the node and
all children are in the tree — do node wiring here.@onready var x = $Path defers the assignment to _ready, so the child exists. Never grab
children in _init.%) and access %HealthBar
instead of the fragile, refactor-breaking get_node("../../UI/HealthBar"). $Foo is fine for a
direct child — get_node/$ on a missing path returns null and errors.@onready vars; don't call get_node every frame.queue_free() (safe, end of frame), not free() mid-signal. Guard reused refs
with is_instance_valid(node).await get_tree().create_timer(1.0).timeout or await a signal.extends CharacterBody2D
@onready var sprite: Sprite2D = $Sprite2D
@onready var health_bar: ProgressBar = %HealthBar # unique name, position-independent
func _ready() -> void:
super() # chain the parent's _ready if the base defines one
health_bar.value = 100Signals are Godot's decoupling primitive. In Godot 4 you connect a Callable, not strings.
health_depleted, item_collected), present-tense imperative only for requests.node.signal_name.connect(_on_thing) — a direct method reference, checked at parse
time. Add CONNECT_ONE_SHOT for auto-disconnect after one fire._exit_tree(), or use CONNECT_ONE_SHOT, to avoid calls into freed instances.signal health_depleted
signal health_changed(current: int, max: int)
func take_damage(amount: int) -> void:
_health -= amount
health_changed.emit(_health, _max_health)
if _health <= 0:
health_depleted.emit()@export exposes a variable in the Inspector so designers tune it without touching code. Use ranges,
groups, and typed exports so the inspector gives real widgets and validation.
@export var title: String = "Level 1"
@export_range(0.0, 1.0, 0.05) var volume := 0.8
@export_group("Movement")
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export var projectile: PackedScene # drag a .tscn in the inspector
@export var stats: EnemyStats # a custom Resource slot@tool at the top of a script runs it in the editor too — for gizmos, procedural previews, or
validating exported data. Guard runtime-only code with if Engine.is_editor_hint(): return.
Type everything. Typed GDScript is faster (the VM skips dynamic dispatch) and catches errors at parse
time. Use := when the type is inferable, : Type when it isn't, and avoid Variant/untyped.
var speed: float = 300.0 # explicit
var dir := Vector2.ZERO # inferred
var enemies: Array[Enemy] = [] # typed array
func distance_to(target: Node2D) -> float:
return global_position.distance_to(target.global_position)
func _on_body_entered(body: Node) -> void:
var enemy := body as Enemy # safe cast → null if wrong type, no crash
if enemy:
enemy.take_damage(10)Naming: snake_case vars/funcs/signals, PascalCase types/class_name/nodes, CONSTANT_CASE
consts, tabs for indent, lines < 100 cols. Cheat-sheet → references/gdscript-style.md.
_process vs _physics_process_physics_process(delta) — fixed tick (default 60 Hz), the same every step. All movement,
move_and_slide(), forces, and collision-dependent logic go here._process(delta) — runs once per rendered frame (variable rate). Use for visuals, UI, and
non-physics polish.delta so behavior is framerate-independent. move_and_slide()
and move_and_collide() already fold in delta internally — do not multiply the velocity you
hand them by delta again..tres / .tscn are strict text formats.tscn and .tres are line-oriented text with a strict header/section grammar. Do not hand-edit
them past trivial value tweaks, and never launch on a file you hand-authored without validating —
one bad ext_resource id, [node] line, or load_steps count corrupts the whole scene and Godot
refuses to open it. Prefer editing through the editor or building Resources in code and ResourceSaver.save().
preload("res://x.tscn") resolves at parse/compile time — the dependency is baked in; use
for assets you always need.load("res://x.tscn") resolves at runtime — use for dynamic/optional paths (and to avoid
circular preloads). Both return a PackedScene; call .instantiate() to get a node.The move-anything-controllable body is CharacterBody2D / CharacterBody3D. The Godot 4 flow is:
write the velocity property, then call move_and_slide() with no arguments.
extends CharacterBody2D
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta # get_gravity(): project-configured vector
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
var dir := Input.get_axis("move_left", "move_right")
velocity.x = dir * speed
move_and_slide() # NO args in Godot 4 — reads the velocity property3D is identical with CharacterBody3D, Vector3, and an X/Z input plane; body/area suffixes are
3D. Deeper body/physics tuning → gamedev-physics.
Same engine, same nodes; C# uses PascalCase members, partial classes, and attributes. Signals
become C# events (generated by source-gen). C# support requires the .NET (Mono) build of Godot.
# GDScript
extends Node
signal health_depleted
@export var speed: float = 300.0
func _ready() -> void:
health_depleted.connect(_on_depleted)
health_depleted.emit()
func _on_depleted() -> void:
print("dead")// C# — same node, .NET build
using Godot;
public partial class Player : Node
{
[Signal] public delegate void HealthDepletedEventHandler();
[Export] public float Speed { get; set; } = 300.0f;
public override void _Ready()
{
base._Ready(); // chain the parent (== super())
HealthDepleted += OnDepleted; // connect via the generated event
EmitSignal(SignalName.HealthDepleted);
}
private void OnDepleted() => GD.Print("dead");
}move_and_slide()→MoveAndSlide(), $Node→GetNode<T>("Node"), %Node→GetNode<T>("%Node"),
preload→GD.Load<T>(...). Full parity table → references/export-and-testing.md.
GDExtension / C++: for hot native code, build a godot-cpp GDExtension (.gdextension file,
GDREGISTER_CLASS, _bind_methods()) rather than a Godot module — no engine recompile, and it loads
like any other library. That is native-tooling territory → pair with cpp.
extends GutTest) or gdUnit4 (GDScript + C#). Put tests
under test/ or res://tests/; assert behavior, not private state.godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://test -gexit
(GUT). Export via templates: godot --headless --export-release "Linux/X11" build/game.x86_64..tscn/.tres),
then export-check per platform. Details → references/export-and-testing.md.Mechanics, loops, and feel before you script them → game-design.
.gdshader / visual shaders → gamedev-shaders. Joints, RigidBody
tuning, deep collision layers → gamedev-physics. NavigationAgent,
A*, steering → gamedev-pathing. MultiplayerSynchronizer/RPC/netcode
→ gamedev-multiplayer. Store builds, signing, platform export at
scale → gamedev-shipping. The GDExtension / godot-cpp native side
and its CMake/build tooling → cpp.
© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 6 other files (references) in skills/godot of ericrisco/rsc-harness.
Open the folder on GitHubat commit e3d5b33
Godot next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot this skillericrisco/rsc-harness | 167 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Beehavejame581/GodotPrompter | 795 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Headless BuildRandallLiuXin/GodotMaker | 549 | 1 repos | ~454 | Automated safety check: Pass | Custom licence | |
| Gdextensionjame581/GodotPrompter | 795 | — | ~2.7k | Automated safety check: Pass | MIT | |
| Limboaijame581/GodotPrompter | 795 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Setup Enginepixel-cellar/Claude-Code-Game-Studios | 342 | — | ~1.5k | Automated safety check: Pass | MIT |
jame581/GodotPrompter
A skill your agent uses when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
jame581/GodotPrompter
A skill your agent uses when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop
jame581/GodotPrompter
A skill your agent uses when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
pixel-cellar/Claude-Code-Game-Studios
配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
ericrisco/rsc-harness
A skill your agent uses when designing or analyzing a controlled experiment — falsifiable hypothesis, sample size from an MDE, reading significance/CI/power, CUPED, or rescuing tests that won't go…
ericrisco/rsc-harness
A skill your agent uses when making a web UI conform to WCAG 2.2 Level AA — axe-core or Lighthouse a11y violations, keyboard operability, focus management, ARIA roles/names/live regions, contrast…
ericrisco/rsc-harness
A skill your agent uses when running or fixing paid acquisition on Google or Meta — campaign structure (Performance Max, Demand Gen, Search, Advantage+), platform-fit creative, budget/scaling rules…
ericrisco/rsc-harness
A skill your agent uses when measuring whether an LLM or agent system actually got better and gating merges on it: golden sets, fixing an inflated LLM-as-judge, scoring RAG (faithfulness, contextual…
ericrisco/rsc-harness
A skill your agent uses when a creative goal must become a finished media file: pick and order generative-media models per modality — AI voiceover, image-to-video clips, score — then glue them with…
ericrisco/rsc-harness
A skill your agent uses when instrumenting product or web analytics — GA4/PostHog SDK wiring, event taxonomy, funnels, double-counted events, consent gating, PII scrubbing.
Categories
A skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D…. Godot is an agent skill from ericrisco/rsc-harness.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D movement, GUT/gdUnit4 — or porting Godot 3 APIs to 4.
Godot fits situations like: debugging Godot 4.x games in GDScript; custom Resources; autoload/EventBus signals; characterBody2D/3D movement.
Run `npx skills add ericrisco/rsc-harness --skill godot -a claude-code`. Or copy the skill folder (skills/godot in ericrisco/rsc-harness) into .claude/skills/godot in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ericrisco/rsc-harness --skill godot -a codex`. Or copy the skill folder (skills/godot in ericrisco/rsc-harness) into .agents/skills/godot in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill godot -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot, .gemini/skills/godot, .github/skills/godot and .opencode/skills/godot in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot: Beehave (jame581/GodotPrompter, 795 stars), Headless Build (RandallLiuXin/GodotMaker, 549 stars), Gdextension (jame581/GodotPrompter, 795 stars) and Limboai (jame581/GodotPrompter, 795 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 167 GitHub stars. The repository holds 227 skills in this directory. The repository was last updated on October 7, 2026.
Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.