Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
GeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-query -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-query --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-query .claude/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .claude/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-queryType 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-query -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-query --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-query .agents/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .agents/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-query -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-query --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-query .cursor/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .cursor/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-query--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-query -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-query --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-query .gemini/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .gemini/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-queryInstalls 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-query -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-query .github/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .github/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-query -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-query --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-query .opencode/skills/unreal-modeling-query && 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-query" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-modeling-query into .opencode/skills/unreal-modeling-query/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-modeling-query", 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-queryGeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。
Unreal Modeling Query is an agent skill from Italink/UnrealClientProtocol. GeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。
Its SKILL.md is about 1.3k 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 Query loads about 1.3k tokens when it runs. Until then it costs about 25 tokens; SKILL.md has 278 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). 278 words, ~1,283 tokens.
.claude/skills/unreal-modeling-query/SKILL.md (or your agent's skills folder).前置条件:先阅读 unreal-modeling。
| 库 | CDO |
|---|---|
| 查询 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshQueryFunctions |
| 空间 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSpatialFunctions |
| 采样 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSamplingFunctions |
| 包含 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_ContainmentFunctions |
| 比较 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshComparisonFunctions |
| 测地线 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshGeodesicFunctions |
提示:简单的 mesh 概览可直接用 MeshOperationLibrary.GetMeshSummary,一次调用返回所有基础信息。以下函数用于更精细的查询。
| 函数 | out 参数 | 说明 |
|---|---|---|
GetMeshInfoString | InfoString | 可读的 mesh 信息字符串 |
GetIsDenseMesh | bIsDense | ID 空间是否无间隙 |
GetMeshBoundingBox | 返回 FBox | 包围盒 |
GetMeshVolumeArea | SurfaceArea, Volume | 表面积和体积 |
GetMeshVolumeAreaCenter | SurfaceArea, Volume, CenterOfMass | 表面积、体积、质心 |
GetIsClosedMesh | bIsClosed | 是否闭合 |
GetNumOpenBorderLoops | NumLoops | 开放边界环数量 |
GetNumOpenBorderEdges | NumEdges | 开放边界边数量 |
GetNumConnectedComponents | NumComponents | 连通分量数 |
GetMeshHasAttributeSet | bHasAttributeSet | 是否有属性集 |
| 函数 | out 参数 | 说明 |
|---|---|---|
GetVertexCount | 返回 int | 顶点数 |
GetNumVertexIDs | NumVertexIDs | MaxVertexID |
GetHasVertexIDGaps | bHasGaps | 顶点 ID 是否有间隙 |
GetNumTriangleIDs | NumTriangleIDs | MaxTriangleID |
GetHasTriangleIDGaps | bHasGaps | 三角形 ID 是否有间隙 |
GetNumUVSets | NumUVSets | UV 通道数 |
GetNumExtendedPolygroupLayers | 返回 int | 扩展 Polygroup 层数 |
| 函数 | out 参数 |
|---|---|
GetHasTriangleNormals | bHasNormals |
GetHasVertexColors | bHasColors |
GetHasMaterialIDs | bHasMaterialIDs |
GetHasPolygroups | bHasPolygroups |
| 函数 | 关键参数 | 说明 |
|---|---|---|
GetVertexPosition | VertexID | 返回顶点位置。out:bIsValidVertex |
GetTrianglePositions | TriangleID | 返回三角形三个顶点位置。out:bIsValidTriangle |
GetTriangleIndices | TriangleID | 返回三角形的三个顶点 ID |
GetTriangleFaceNormal | TriangleID | 返回面法线 |
GetTriangleNormals | TriangleID | 返回三个角的法线 |
GetTriangleUVs | TriangleID, UVSetIndex | 返回三个角的 UV |
GetTriangleVertexColors | TriangleID | 返回三个角的顶点色 |
GetVertexConnectedTriangles | VertexID | 返回顶点关联的三角形 ID 列表 |
GetVertexConnectedVertices | VertexID | 返回顶点的邻居顶点 ID 列表 |
| 函数 | 说明 |
|---|---|
GetAllTriangleIDs | 返回所有三角形 ID 列表 |
GetAllTriangleIndices | 返回所有三角形的顶点索引列表 |
GetAllVertexIDs | 返回所有顶点 ID 列表 |
GetAllVertexPositions | 返回所有顶点位置列表 |
注意:批量函数返回 FGeometryScriptIndexList、FGeometryScriptTriangleList、FGeometryScriptVectorList 等不可序列化类型。用 MeshOperationLibrary 的 GetIndexListArray、GetTriangleListArray、GetVectorListArray 提取数据。
| 函数 | 关键参数 | 说明 |
|---|---|---|
BuildBVHForMesh | TargetMesh | 构建 BVH 加速结构。out:OutputBVH |
RebuildBVHForMesh | TargetMesh, UpdateBVH | 重建已有 BVH |
FindNearestPointOnMesh | TargetMesh, QueryPoint, Options | 查找 mesh 上最近点。out:NearestResult |
FindNearestRayIntersectionWithMesh | TargetMesh, RayOrigin, RayDirection, Options | 射线与 mesh 求交。out:HitResult |
IsPointInsideMesh | TargetMesh, QueryPoint, Options | 点是否在 mesh 内部。out:bIsInside(需要 BVH) |
注意:FGeometryScriptDynamicMeshBVH 不可序列化,BVH 只能在同一调用链中使用(如 Python 脚本内)。对于跨调用的空间查询,建议用 Python 脚本批量处理。
| 函数 | 关键参数 | 说明 |
|---|---|---|
ComputePointSampling | TargetMesh, Options | 泊松盘采样 |
ComputeUniformRandomPointSampling | TargetMesh, Options | 均匀随机采样 |
ComputeNonUniformPointSampling | TargetMesh, Options | 非均匀采样 |
ComputeVertexWeightedPointSampling | TargetMesh, Options | 顶点权重采样 |
| 函数 | 关键参数 | 说明 |
|---|---|---|
IsSameMeshAs | TargetMesh, OtherMesh, Options | 两个 mesh 是否相同 |
MeasureDistancesBetweenMeshes | TargetMesh, OtherMesh | 测量两个 mesh 间的距离 |
IsIntersectingMesh | TargetMesh, OtherMesh, TargetTransform, OtherTransform | 两个 mesh 是否相交 |
获取包围盒:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshQueryFunctions","function":"GetMeshBoundingBox","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0"}}获取三角形顶点位置:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshQueryFunctions","function":"GetTrianglePositions","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","TriangleID":0}}获取体积和表面积:
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshQueryFunctions","function":"GetMeshVolumeArea","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0"}}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-query of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Modeling Query 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 Query this skillItalink/UnrealClientProtocol | 127 | — | ~1.3k | 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 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。. Unreal Modeling Query is an agent skill from Italink/UnrealClientProtocol.
Unreal Modeling Query fits situations like: tasks that involve Game development.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-query -a claude-code`. Or copy the skill folder (Skills/unreal-modeling-query in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling-query in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-query -a codex`. Or copy the skill folder (Skills/unreal-modeling-query in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling-query 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-query -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-query, .gemini/skills/unreal-modeling-query, .github/skills/unreal-modeling-query and .opencode/skills/unreal-modeling-query in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling Query is instructions for the agent only. Our summary lists: Python 3.
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 Query is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.3k tokens (SKILL.md is roughly 5.1k 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 Query: 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.