Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Agent skill
by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-ai --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/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .claude/skills/ai-behavior-trees-utility-ai && 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 "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .claude/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-aiType 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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-ai --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .agents/skills/ai-behavior-trees-utility-ai && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .agents/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-ai --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .cursor/skills/ai-behavior-trees-utility-ai && 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 "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .cursor/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/disciplines/ai-behavior-trees-utility-ai--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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-ai --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .gemini/skills/ai-behavior-trees-utility-ai && 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 "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .gemini/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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 gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-aiInstalls 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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .github/skills/ai-behavior-trees-utility-ai && 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 "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .github/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills ai-behavior-trees-utility-ai --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/disciplines/ai-behavior-trees-utility-ai .opencode/skills/ai-behavior-trees-utility-ai && 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 "ai-behavior-trees-utility-ai" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/ai-behavior-trees-utility-ai into .opencode/skills/ai-behavior-trees-utility-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-behavior-trees-utility-ai", 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.
ai-behavior-trees-utility-aiBuild a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
AI Behavior Trees Utility AI is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick…
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/behavior-tree-core.md`, `references/best-practices-and-pitfalls.md` and `references/practical-examples.md`).
It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. 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 csharp and mermaid).
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.
AI Behavior Trees Utility AI loads about 2k tokens when it runs, and up to ~11k if it reads all its reference files. Until then it costs about 187 tokens; SKILL.md has 695 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 gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 695 words, ~2,050 tokens.
.claude/skills/ai-behavior-trees-utility-ai/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.Two complementary ways to structure NPC decision-making, plus how to combine them. A behavior tree (BT) expresses structured, prioritized, reactive logic as a tree that is "ticked" each step. Utility AI answers "how much do I want each option right now?" by scoring actions with normalized curves and picking the best. Ship believable agents by using a BT for structure and Utility AI where graded trade-offs matter.
This skill is the implementation companion to game-ai (which helps you choose between
FSM / BT / steering / pathfinding). Read game-ai to pick a model; read this to build the
runtime.
Blackboard, Node base, action/condition leaves,
Sequence/Selector/Parallel composites, and decorators (Inverter, Cooldown, Repeat).When not to use: to choose between FSM, BT, steering, or pathfinding, and for A*/navmesh
routing, use game-ai. For Unreal's asset-based BehaviorTree/Blackboard, BTTask/BTService
and AIController, use unreal-behavior-trees. For the navmesh agent that moves the NPC, use
unity-navmesh or the engine's navigation node.
Success/Failure immediately; actions return
Running across frames until they finish. Keep leaves small and side-effect-explicit.Selector = OR/fallback (first non-failure wins); Sequence = AND (stop at first
non-success); Parallel for concurrent branches. Wrap with decorators for policy (invert,
cooldown, repeat, force-success).Running state between ticks; verify by drawing the active path and the
per-action scores on screen while tuning.A behavior tree evaluates top-down, left-to-right; each node returns a status up to its parent:
flowchart TD
Root["Selector (root)"] --> Combat["Sequence: Combat"]
Root --> Patrol["Action: Patrol"]
Combat --> See["Condition: CanSeePlayer?"]
Combat --> InRange{"Selector: Reach"}
Combat --> Attack["Action: Attack (Running)"]
InRange --> Close["Condition: InAttackRange?"]
InRange --> MoveTo["Action: MoveToPlayer (Running)"]Utility AI is a scoring pipeline — every candidate action is scored, then one is selected:
facts (distance, health, ammo…)
│ each fact → a normalized 0..1 response curve (consideration)
▼
score(action) = weight · combine(consideration_1 … consideration_n) # product+compensation or sum
▼
select: argmax · or softmax / weighted-random for variety · + hysteresis to avoid jitterStatus is a three-value enum shared by every node — this is the contract that makes the tree composable:
public enum Status { Success, Failure, Running }
public abstract class Node
{
public abstract Status Tick(Blackboard bb, float dt);
public virtual void Reset() { } // called when a parent abandons this subtree
}// Selector = fallback/OR: return the first child that is not Failure.
public sealed class Selector : Composite
{
public override Status Tick(Blackboard bb, float dt)
{
for (; _current < Children.Count; _current++)
{
var s = Children[_current].Tick(bb, dt);
if (s != Status.Failure) return s; // Success or Running stops the scan
}
_current = 0;
return Status.Failure; // every child failed
}
}The reciprocal Sequence (AND — stop at first non-Success), Parallel, the Blackboard, the
leaf base classes, and every decorator are in references/behavior-tree-core.md.
// A consideration maps one raw fact to 0..1 through a response curve.
float Score(Blackboard bb)
{
float distance01 = Curves.InverseLerp01(bb.Get<float>("distToPlayer"), 20f, 2f); // near = 1
float health01 = Curves.Sigmoid(bb.Get<float>("health01"), k: 8f, mid: 0.4f); // hurt = low
// Product + compensation keeps a single 0 from vetoing while low values still dampen.
return Curves.CompensatedProduct(new[] { distance01, health01 });
}The full curve library (linear, quadratic, exponential, logistic/sigmoid, smoothstep), the
Consideration/UtilityAction types, and the UtilityEvaluator selection strategies are in
references/utility-ai-system.md.
Running action from the root every frame restarts it. Return Running and
resume where you left off; only Reset() a subtree when a parent actually abandons it.references/behavior-tree-core.md — Blackboard, Node/leaf base classes, action & condition
leaves, Sequence/Selector/Parallel, and the decorator library (full C#).references/utility-ai-system.md — response-curve library, Consideration, UtilityAction,
and the UtilityEvaluator (argmax, softmax, weighted-random, hysteresis).references/practical-examples.md — a guard Patrol→Combat BT, a villager needs-based Utility
AI, and a hybrid agent, as drop-in templates.references/best-practices-and-pitfalls.md — memory management, profiling, avoiding deep trees,
event-driven aborts, and combining Utility AI with BTs (hybrid architecture).game-ai — choose between FSM / BT / steering; A* and navmesh pathfinding.unreal-behavior-trees — Unreal's asset-based BT/Blackboard, tasks, decorators, services.unity-navmesh — the NavMeshAgent that carries out "move to" intents.physics-tuning — agent radius, movement, and collision response for the motion layer.tower-defense, fps-shooter, rpg — genres that compose this decision layer.© gamedev-skills, Apache-2.0. 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 4 other files (references) in skills/disciplines/ai-behavior-trees-utility-ai of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
AI Behavior Trees Utility AI 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 |
|---|---|---|---|---|---|---|
| AI Behavior Trees Utility AI this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
gamedev-skills/awesome-gamedev-agent-skills
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions.
Categories
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…. AI Behavior Trees Utility AI is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents.
AI Behavior Trees Utility AI fits situations like: implementing a reusable behavior-tree; utility-based decision system; tuning enemy/NPC decisions beyond a simple FSM; the user mentions behavior tree.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a claude-code`. Or copy the skill folder (skills/disciplines/ai-behavior-trees-utility-ai in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/ai-behavior-trees-utility-ai in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a codex`. Or copy the skill folder (skills/disciplines/ai-behavior-trees-utility-ai in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/ai-behavior-trees-utility-ai 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 gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ai-behavior-trees-utility-ai, .gemini/skills/ai-behavior-trees-utility-ai, .github/skills/ai-behavior-trees-utility-ai and .opencode/skills/ai-behavior-trees-utility-ai in your project.
SKILL.md names no scripts, command-line tools or credentials: AI Behavior Trees Utility AI 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.
AI Behavior Trees Utility AI is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 8.2k 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 8.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with AI Behavior Trees Utility AI: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.