Godot 2D Essentials
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
Use C/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C events, type-safe node lookup, and calling…
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-csharp --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/godot/godot-csharp .claude/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .claude/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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/godot/godot-csharpType 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 godot-csharp -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-csharp --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/godot/godot-csharp .agents/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .agents/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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 godot-csharp -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-csharp --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/godot/godot-csharp .cursor/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .cursor/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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/godot/godot-csharp--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 godot-csharp -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-csharp --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/godot/godot-csharp .gemini/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .gemini/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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 godot-csharpInstalls 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 godot-csharp -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/godot/godot-csharp .github/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .github/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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 godot-csharp -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 godot-csharp --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/godot/godot-csharp .opencode/skills/godot-csharp && 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-csharp" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-csharp into .opencode/skills/godot-csharp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-csharp", 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.
godot-csharpUse C/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C events, type-safe node lookup, and calling…
Godot Csharp is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Use C/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C events, type-safe node lookup, and calling between C and GDScript. Use when writing Godot game code in C (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C, or wiring Godot signals as C events.
Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/csharp-setup-and-interop.md`).
It sits in Game Development, covering Game development. It works with Godot, C# and .NET. 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.
4 steps, taken from the step headings 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.
Shell commands in SKILL.md call:
dotnetFrom 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 Csharp loads about 1.7k tokens when it runs, and up to ~2.6k if it reads all its reference files. Until then it costs about 102 tokens; SKILL.md has 473 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). 473 words, ~1,663 tokens.
.claude/skills/godot-csharp/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as events, and GDScript interop. Targets Godot 4.7 (.NET / C#) and .NET 8.
.cs + .csproj), translating GDScript idioms
to C#, exposing [Export] fields, or wiring [Signal] delegates and GetNode<T>.When not to use: GDScript-specific syntax → godot-gdscript; engine concepts that
are language-neutral (scenes, physics, animation) → the relevant godot-* skill. You need
the Godot .NET build + the .NET SDK installed; the standard build can't run C#.
.csproj/.sln. Build with the editor or dotnet build.partial class extending a Godot type (the source generator
relies on partial). The file/class name should match the node script.double delta: _Ready(),
_Process(double delta), _PhysicsProcess(double delta).[Export]; they show in the Inspector like GDScript @export.[Signal] delegates named XxxEventHandler; emit with
EmitSignal(SignalName.Xxx, ...) and subscribe with the generated C# event.GetNode<T>("Path") (or %Unique), and call into GDScript with
Call/Get/Set when needed.<T>using Godot;
public partial class Player : CharacterBody2D
{
[Export] public float Speed = 200.0f; // editable in the Inspector
[Export] public float JumpVelocity = -400.0f;
private const float Gravity = 1200.0f;
private AnimatedSprite2D _sprite;
public override void _Ready()
{
_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
}
public override void _PhysicsProcess(double delta)
{
Vector2 v = Velocity; // Velocity is a property here
if (!IsOnFloor())
v.Y += Gravity * (float)delta; // delta is double; cast for float math
if (Input.IsActionJustPressed("jump") && IsOnFloor())
v.Y = JumpVelocity;
float dir = Input.GetAxis("move_left", "move_right");
v.X = dir != 0 ? dir * Speed : Mathf.MoveToward(v.X, 0, Speed);
Velocity = v;
MoveAndSlide(); // no args, like GDScript 4.x
}
}using Godot;
public partial class Health : Node
{
// Delegate name MUST end with "EventHandler"; generator creates the event + SignalName.
[Signal] public delegate void HealthChangedEventHandler(int current, int max);
private int _hp = 100;
public void TakeDamage(int amount)
{
_hp = Mathf.Max(_hp - amount, 0);
EmitSignal(SignalName.HealthChanged, _hp, 100); // type-safe signal name
}
public override void _Ready()
{
HealthChanged += OnHealthChanged; // subscribe like a normal C# event
}
private void OnHealthChanged(int current, int max) => GD.Print($"HP {current}/{max}");
}public partial class Spawner : Node2D
{
// Load once; PackedScene is the C# equivalent of preload's result.
private readonly PackedScene _bullet = GD.Load<PackedScene>("res://bullet.tscn");
public void Shoot(Vector2 at)
{
var b = _bullet.Instantiate<Node2D>(); // typed instantiate
b.GlobalPosition = at;
AddChild(b);
}
}public override void _Ready()
{
Node gd = GetNode("GDScriptNode");
// Call a GDScript method and read/write its properties dynamically.
gd.Call("take_damage", 10);
int score = (int)gd.Get("score");
gd.Set("score", score + 5);
// Connect to a GDScript signal by name:
gd.Connect("died", Callable.From(OnDied));
}
private void OnDied() => GD.Print("entity died");partial. Without partial, the Godot source generator can't extend the
class and [Export]/[Signal] break with confusing build errors._Ready, _Process(double),
_PhysicsProcess(double) — PascalCase and double delta (GDScript uses snake_case and
float). A mismatched name just won't be called.[Signal] delegate naming. It must end with EventHandler; the engine exposes the
signal as the name without that suffix and generates SignalName.X and a C# event.GD.Print vs Console.WriteLine. Use GD.Print/GD.PrintErr to reach the Godot
output panel; Console output may not appear.Vector2, Color, Transform2D are structs — mutate a local
copy (var v = Velocity; v.X = ...; Velocity = v;); editing Velocity.X directly won't
compile/persist.QueueFree() vs Free() — same rules as GDScript; prefer QueueFree(). Disposed
objects throw ObjectDisposedException if used after freeing.[ExportGroup], ranges, typed arrays), async with
await ToSignal(...), Godot.Collections vs System collections, custom Resources in
C#, and project/build setup, read references/csharp-setup-and-interop.md.godot-gdscript — the GDScript equivalents of these patterns.godot-signals-groups — signal/event architecture (language-neutral).godot-resources — data resources; the C# [Export] + Resource pattern.unity-csharp-scripting — C# in Unity, for developers coming from there.© 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 1 other file (references) in skills/godot/godot-csharp of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Godot Csharp 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 Csharp this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.7k | Automated safety check: Pass | Apache-2.0 | |
| Godot 2D Essentialsjame581/GodotPrompter | 805 | — | ~2.3k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot 3D Essentialsjame581/GodotPrompter | 805 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
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
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
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.
Categories
Use C/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C events, type-safe node lookup, and calling…. Godot Csharp is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C events, type-safe node lookup, and calling between C and GDScript.
Godot Csharp fits situations like: writing Godot game code in C (.cs files; needing the Godot .NET build; converting GDScript patterns to C; wiring Godot signals as C events.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp -a claude-code`. Or copy the skill folder (skills/godot/godot-csharp in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/godot-csharp in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp -a codex`. Or copy the skill folder (skills/godot/godot-csharp in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/godot-csharp 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 godot-csharp -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-csharp, .gemini/skills/godot-csharp, .github/skills/godot-csharp and .opencode/skills/godot-csharp in your project.
Going by SKILL.md and its folder, Godot Csharp needs the command-line tools its instructions call (dotnet).
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 Csharp 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 1.7k tokens (SKILL.md is roughly 6.7k 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 978 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Csharp: Godot 2D Essentials (jame581/GodotPrompter, 805 stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot 3D Essentials (jame581/GodotPrompter, 805 stars) and Godot Admob Banner (poingstudios/godot-admob-plugin, 632 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.