Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --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/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-modeling-asset .claude/skills/unreal-modeling-asset && 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 "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .claude/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-assetType 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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/unreal-modeling-asset .agents/skills/unreal-modeling-asset && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .agents/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/unreal-modeling-asset .cursor/skills/unreal-modeling-asset && 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 "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .cursor/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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/Italink/UnrealClientProtocol.git --path Skills/unreal-modeling-asset--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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/unreal-modeling-asset .gemini/skills/unreal-modeling-asset && 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 "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .gemini/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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 Italink/UnrealClientProtocol unreal-modeling-assetInstalls 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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/unreal-modeling-asset .github/skills/unreal-modeling-asset && 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 "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .github/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/unreal-modeling-asset .opencode/skills/unreal-modeling-asset && 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 "unreal-modeling-asset" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-asset into .opencode/skills/unreal-modeling-asset/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-asset", 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.
unreal-modeling-assetGeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。
Unreal Modeling Asset is an agent skill from Italink/UnrealClientProtocol. GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.
Read from SKILL.md and the folder at commit 7f0a56e. 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 json).
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.
Unreal Modeling Asset loads about 1.5k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 288 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 Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 288 words, ~1,493 tokens.
.claude/skills/unreal-modeling-asset/SKILL.md (or your agent's skills folder).前置条件:先阅读 unreal-modeling。
简单场景优先使用 MeshOperationLibrary 的 CopyFromStaticMesh/CopyToStaticMesh/CopyToNewStaticMeshAsset(默认选项,一步完成)。
本 Skill 中的原生函数用于需要精细控制的场景:指定 LOD、自定义 Options、碰撞生成等。
| 库 | CDO |
|---|---|
| StaticMesh 读写 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions |
| 新建资产 | /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions |
| 碰撞 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_CollisionFunctions |
| 编辑器 DynamicMesh | /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_EditorDynamicMeshFunctions |
| 函数 | 关键参数 | 说明 |
|---|---|---|
CopyMeshFromStaticMeshV2 | FromStaticMeshAsset, ToDynamicMesh, AssetOptions, RequestedLOD, bUseSectionMaterials | 从 StaticMesh 加载到 DynamicMesh。out:Outcome |
CopyMeshToStaticMesh | FromDynamicMesh, ToStaticMeshAsset, Options, TargetLOD, bUseSectionMaterials | 写回 StaticMesh。out:Outcome |
GetSectionMaterialListFromStaticMesh | FromStaticMeshAsset, RequestedLOD | 获取材质列表。out:MaterialList、MaterialIndex、Outcome |
FGeometryScriptCopyMeshFromAssetOptions| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bApplyBuildSettings | bool | true | 应用构建设置 |
bRequestTangents | bool | true | 请求切线 |
bIgnoreRemoveDegenerates | bool | true | 忽略退化三角形移除 |
FGeometryScriptMeshReadLOD| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
LODType | EGeometryScriptLODType | MaxAvailable | LOD 类型 |
LODIndex | int | 0 | LOD 索引 |
EGeometryScriptLODType| 值 | 说明 |
|---|---|
MaxAvailable | 最高质量可用 LOD |
HiResSourceModel | 高分辨率源模型(编辑器专用) |
SourceModel | 源模型指定 LOD |
RenderData | 渲染数据 LOD(运行时需要 bAllowCPUAccess) |
FGeometryScriptCopyMeshToAssetOptions| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bEnableRecomputeNormals | bool | false | 重算法线 |
bEnableRecomputeTangents | bool | false | 重算切线 |
bEnableRemoveDegenerates | bool | false | 移除退化三角形 |
FGeometryScriptMeshWriteLOD| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bWriteHiResSource | bool | false | 写入高分辨率源 |
LODIndex | int | 0 | 目标 LOD 索引 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
CreateNewStaticMeshAssetFromMesh | FromDynamicMesh, AssetPathAndName, Options | 从 DynamicMesh 创建新 StaticMesh 资产。out:Outcome,返回 UStaticMesh* |
CreateNewStaticMeshAssetFromMeshLODs | FromDynamicMeshLODs(数组), AssetPathAndName, Options | 从多个 DynamicMesh 创建多 LOD 资产 |
CreateUniqueNewAssetPathName | AssetFolderPath, BaseAssetName, UniqueAssetPathAndName | 生成唯一资产路径 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetStaticMeshCollisionFromMesh | FromDynamicMesh, ToStaticMeshAsset, CollisionOptions, StaticMeshCollisionOptions | 从 DynamicMesh 设置 StaticMesh 碰撞 |
SetDynamicMeshCollisionFromMesh | FromDynamicMesh, ToDynamicMeshComponent, CollisionOptions | 设置 DynamicMeshComponent 碰撞 |
ResetDynamicMeshCollision | Component, bEmitTransaction | 重置碰撞 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
ComputeSimpleCollision | TargetMesh, Options, SimpleCollision | 计算简单碰撞体。out:SimpleCollision |
SetStaticMeshCollisionFromSimpleCollision | StaticMeshAsset, SimpleCollision | 将简单碰撞应用到 StaticMesh |
AppendSimpleCollisionShapes | TargetMesh, SimpleCollision, Options | 将碰撞形状追加为 mesh 几何体 |
FGeometryScriptCollisionFromMeshOptions| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bEmitTransaction | bool | true | 发出事务(支持撤销) |
Method | EGeometryScriptCollisionGenerationMethod | ConvexDecomposition | 碰撞生成方法 |
bAutoDetectSpheres | bool | false | 自动检测球体 |
bAutoDetectBoxes | bool | false | 自动检测盒体 |
bAutoDetectCapsules | bool | false | 自动检测胶囊体 |
MinThickness | float | 1.0 | 最小厚度 |
bSimplifyHulls | bool | true | 简化凸包 |
HullTargetFaceCount | int | 25 | 凸包目标面数 |
MaxConvexHulls | int | 4 | 最大凸包数 |
EGeometryScriptCollisionGenerationMethod| 值 | 说明 |
|---|---|
AlignedBoxes | 轴对齐盒体 |
OrientedBoxes | 有向盒体 |
MinimalSpheres | 最小球体 |
Capsules | 胶囊体 |
ProjectedHulls | 投影凸包 |
SweptHulls | 扫掠凸包 |
MinVolumeHulls | 最小体积凸包 |
ConvexDecomposition | 凸分解(最通用) |
从 StaticMesh 加载指定 LOD:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions","function":"CopyMeshFromStaticMeshV2","params":{"FromStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","ToDynamicMesh":"/Engine/Transient.DynamicMesh_0","AssetOptions":{"bApplyBuildSettings":true,"bRequestTangents":true},"RequestedLOD":{"LODType":"SourceModel","LODIndex":0},"bUseSectionMaterials":true}}写回 StaticMesh 并重算法线/切线:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions","function":"CopyMeshToStaticMesh","params":{"FromDynamicMesh":"/Engine/Transient.DynamicMesh_0","ToStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","Options":{"bEnableRecomputeNormals":true,"bEnableRecomputeTangents":true,"bEnableRemoveDegenerates":true},"TargetLOD":{"bWriteHiResSource":false,"LODIndex":0},"bUseSectionMaterials":true}}生成碰撞(凸分解):
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_CollisionFunctions","function":"SetStaticMeshCollisionFromMesh","params":{"FromDynamicMesh":"/Engine/Transient.DynamicMesh_0","ToStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","CollisionOptions":{"Method":"ConvexDecomposition","MaxConvexHulls":4,"bSimplifyHulls":true,"HullTargetFaceCount":25},"StaticMeshCollisionOptions":{}}}对上述任意 CDO 路径调用 DescribeObject 可查看完整函数列表和参数签名。
© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Skills/unreal-modeling-asset of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Modeling Asset 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 |
|---|---|---|---|---|---|---|
| Unreal Modeling Asset this skillItalink/UnrealClientProtocol | 127 | — | ~1.5k | Automated safety check: Pass | MIT | |
| 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.
Italink/UnrealClientProtocol
Interact with the running Unreal Engine editor via TCP bridge.
Italink/UnrealClientProtocol
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
Italink/UnrealClientProtocol
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Categories
GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。. Unreal Modeling Asset is an agent skill from Italink/UnrealClientProtocol.
Unreal Modeling Asset fits situations like: tasks that involve Game development.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a claude-code`. Or copy the skill folder (Skills/unreal-modeling-asset in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling-asset in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a codex`. Or copy the skill folder (Skills/unreal-modeling-asset in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling-asset 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 Italink/UnrealClientProtocol --skill unreal-modeling-asset -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-modeling-asset, .gemini/skills/unreal-modeling-asset, .github/skills/unreal-modeling-asset and .opencode/skills/unreal-modeling-asset in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling Asset 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.
Unreal Modeling Asset is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unreal Modeling Asset: 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.
Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.
Source: Italink/UnrealClientProtocol on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.