Agent skill

Godot

by ericrisco in ericrisco/rsc-harness

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…

MITAuto-check passedGame Development

Install Godot

skills CLI
$ npx skills add ericrisco/rsc-harness --skill godot -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness godot --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
godot
GitHub stars
167
Token cost
~3.6k tokens
SKILL.md length
1,281 words
Files
7 (incl. references)
Skills in repo
227
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Debugging Godot 4.x games in GDScript
  • SKILL.md covers Version contract — read first, Project & scene organization, Nodes vs scenes vs scripts vs… and Autoloads / singletons +…, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Custom Resources

What it does

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.

When your agent uses it

  • Debugging Godot 4.x games in GDScript
  • Custom Resources
  • Autoload/EventBus signals
  • CharacterBody2D/3D movement

Example prompts

  • “/godot”

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~89
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.2k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,281 words, ~3,577 tokens.

Download SKILL.mdSave it as .claude/skills/godot/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
godot
description
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`).
tags
godot, gdscript, game-dev, csharp, godot4
recommends
gamedev-shaders, gamedev-multiplayer, gamedev-physics, gamedev-pathing, gamedev-shipping, game-design, cpp
profiles
full
origin
risco

Godot 4.x (GDScript + C#)

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.

Version contract — read first

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 / KinematicBody2DCharacterBody3D / CharacterBody2D
SpatialNode3D
Area / RigidBody / StaticBodyArea3D / RigidBody3D / StaticBody3D
SpriteSprite2D
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_propertycreate_tween() → tween.tween_property(...)
OS.get_ticks_msec for gameplay timingTime.get_ticks_msec() (OS timing moved to Time)
PoolByteArray / PoolVector2ArrayPackedByteArray / 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).
  • Angles are radians; _process(delta) delta is a float (GDScript) / double (C#) in seconds.

Full table with every rename → references/godot3-to-4-traps.md.

Project & scene organization

  • The scene (.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.
  • One responsibility per script. Attach behavior to the scene's root; child nodes are parts.
  • 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.
  • Files: 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.

Nodes vs scenes vs scripts vs custom Resources

You needUse
A thing in the tree that renders / moves / collides / processesa Node (typed subclass)
A reusable, instanceable bundle of nodesa scene (.tscn)
Behavior attached to a nodea script (.gd / .cs)
Pure data (stats, items, dialogue, level config) with no place in the treea 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.

gdscript
class_name EnemyStats extends Resource
@export var max_health: int = 30
@export var speed: float = 120.0
@export var loot_table: Array[ItemDrop] = []

Autoloads / singletons + EventBus

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.

gdscript
# event_bus.gd  (autoload named "Events")
extends Node
signal enemy_died(position: Vector2, xp: int)
signal score_changed(new_score: int)
gdscript
# 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.

Node access & lifecycle

  • _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.
  • Prefer unique names: mark a node Unique Name in Owner (%) 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.
  • Cache node lookups in @onready vars; don't call get_node every frame.
  • Freeing: call queue_free() (safe, end of frame), not free() mid-signal. Guard reused refs with is_instance_valid(node).
  • Never busy-wait; await get_tree().create_timer(1.0).timeout or await a signal.
gdscript
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 = 100

Signals

Signals are Godot's decoupling primitive. In Godot 4 you connect a Callable, not strings.

  • Declare with typed params; name in the past tense for facts that happened (health_depleted, item_collected), present-tense imperative only for requests.
  • Connect: node.signal_name.connect(_on_thing) — a direct method reference, checked at parse time. Add CONNECT_ONE_SHOT for auto-disconnect after one fire.
  • Disconnect discipline: a connection to a node that gets freed is cleaned up automatically, but connections you make to long-lived objects (autoloads, the bus) from a short-lived node must be disconnected in _exit_tree(), or use CONNECT_ONE_SHOT, to avoid calls into freed instances.
gdscript
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()
Show full SKILL.md (510 more words)Show less

@export / @tool (inspector config)

@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.

gdscript
@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.

Static (typed) GDScript

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.

gdscript
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.
  • Always scale rate-based change by 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.

Resources & data — .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.

2D / 3D bodies quickstart

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.

gdscript
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 property

3D is identical with CharacterBody3D, Vector3, and an X/Z input plane; body/area suffixes are 3D. Deeper body/physics tuning → gamedev-physics.

Language parity — GDScript ↔ C#

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
# 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")
csharp
// 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.

Export & testing

  • Test with GUT 9.x (GDScript, extends GutTest) or gdUnit4 (GDScript + C#). Put tests under test/ or res://tests/; assert behavior, not private state.
  • Run headless in CI: 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.
  • Validate a project before shipping: open in the editor once (catches broken .tscn/.tres), then export-check per platform. Details → references/export-and-testing.md.

Hand off to

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

Files

SKILL.md and 6 other files (references) in skills/godot of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/export-and-testing.md
  • references/gdscript-style.md
  • references/godot3-to-4-traps.md
  • references/nodes-scenes-resources.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

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.

Godot compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot this skillericrisco/rsc-harness167—~3.6kAutomated safety check: PassMIT
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Headless BuildRandallLiuXin/GodotMaker5491 repos~454Automated safety check: PassCustom licence
Gdextensionjame581/GodotPrompter795—~2.7kAutomated safety check: PassMIT
Limboaijame581/GodotPrompter795—~3.2kAutomated safety check: PassMIT
Setup Enginepixel-cellar/Claude-Code-Game-Studios342—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Godot

What does Godot do?

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.

When should I use Godot?

Godot fits situations like: debugging Godot 4.x games in GDScript; custom Resources; autoload/EventBus signals; characterBody2D/3D movement.

How do I install Godot in Claude Code?

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.

How do I install Godot in Codex?

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.

Can I use Godot in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Godot need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot is instructions for the agent only.

Does Godot access the network?

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.

Is Godot safe to install?

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.

What licence does Godot use?

Godot is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot use?

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.

What are the alternatives to Godot?

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.

Who maintains Godot?

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.