Godot Admob App Open
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.
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.
$ npx skills add jame581/GodotPrompter --skill 3d-essentials -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter 3d-essentials --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3d-essentials .claude/skills/3d-essentials && 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 "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .claude/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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/jame581/GodotPrompter/tree/master/skills/3d-essentialsType 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 jame581/GodotPrompter --skill 3d-essentials -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter 3d-essentials --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/3d-essentials .agents/skills/3d-essentials && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .agents/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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 jame581/GodotPrompter --skill 3d-essentials -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter 3d-essentials --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/3d-essentials .cursor/skills/3d-essentials && 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 "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .cursor/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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/jame581/GodotPrompter.git --path skills/3d-essentials--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 jame581/GodotPrompter --skill 3d-essentials -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter 3d-essentials --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/3d-essentials .gemini/skills/3d-essentials && 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 "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .gemini/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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 jame581/GodotPrompter 3d-essentialsInstalls 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 jame581/GodotPrompter --skill 3d-essentials -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/3d-essentials .github/skills/3d-essentials && 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 "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .github/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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 jame581/GodotPrompter --skill 3d-essentials -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter 3d-essentials --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/3d-essentials .opencode/skills/3d-essentials && 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 "3d-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/3d-essentials into .opencode/skills/3d-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-essentials", 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.
3d-essentialsCovers 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.
Practical Godot 4.3+ patterns for 3D, with GDScript shown first and C# after it and no deprecated APIs. The skill opens with the right-handed coordinate system, metric units, the convention that cameras and lights point along negative Z, and a table of core nodes: Node3D, MeshInstance3D, Camera3D, the three light types, WorldEnvironment, Decal, GPUParticles3D, CSG shapes and GridMap.
A materials section compares StandardMaterial3D for most PBR objects with ShaderMaterial. Reference files go deeper on environment and post-processing, fog recipes, global illumination, LOD and culling, decals, a renderer comparison, common pitfalls and additions in Godot 4.7. It points to sibling skills for player controllers, physics, cameras, shaders, optimization and animation.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. 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.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orggithub.comFrom 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 3D Essentials loads about 3.7k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 44 tokens; SKILL.md has 1,629 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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,629 words, ~3,739 tokens.
.claude/skills/3d-essentials/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: player-controller for CharacterBody3D movement, physics-system for 3D collision shapes and raycasting, camera-system for Camera3D follow and transitions, shader-basics for spatial shaders and post-processing, godot-optimization for 3D performance tuning, animation-system for AnimationTree and 3D animation blending.
Godot uses a right-handed coordinate system with metric units (1 unit = 1 meter):
| Axis | Direction | Color |
|---|---|---|
| X | Right | Red |
| Y | Up | Green |
| Z | Out of screen (+Z toward viewer) | Blue |
Cameras and lights point along -Z by default. When a character "faces forward," they look along -Z.
| Node | Purpose |
|---|---|
Node3D | Base transform node — position, rotation, scale |
MeshInstance3D | Displays a mesh with a material |
Camera3D | Required to render 3D — perspective or orthogonal |
DirectionalLight3D | Sun/moon — parallel rays, cheapest light |
OmniLight3D | Point light — emits in all directions |
SpotLight3D | Cone light — flashlights, spotlights |
WorldEnvironment | Sky, fog, tonemap, post-processing |
Decal | Projected texture onto surfaces |
GPUParticles3D | GPU-driven particle effects |
CSGBox3D etc. | Constructive Solid Geometry — prototyping |
GridMap | 3D tile-based level building |
Godot 4.7+:
GridMapexposes its internal octants for spatial queries (cell_octant_size,get_used_octants(),get_octants_in_bounds()and friends) so you can scope work to a region instead of walking every cell.CSGShape3Dgainsautosmooth/smoothing_anglefor automatic face smoothing. Full method table and semantics: references/godot-4.7-additions.md
World (Node3D)
├── Camera3D
├── DirectionalLight3D
├── WorldEnvironment
├── MeshInstance3D (floor)
└── MeshInstance3D (player model)| Material | Use For | Notes |
|---|---|---|
StandardMaterial3D | Most 3D objects — PBR workflow | No code; Inspector-driven |
ORMMaterial3D | Same as Standard but with packed ORM texture | Occlusion+Roughness+Metallic in one texture |
ShaderMaterial | Custom effects — toon, water, dissolve | Requires spatial shader code |
The PBR core: albedo_color / albedo_texture (base color), metallic (0 dielectric → 1 metal), roughness (0 mirror → 1 matte), normal_map (surface detail), ao_texture (ambient occlusion). Add emission + emission_energy_multiplier for self-illumination, heightmap_texture for parallax, rim / clearcoat for material flair.
Prefer Alpha Scissor (fast, shadowed cutouts) or Alpha Hash (dithered — hair) over plain Alpha (slow, no shadows); Depth Pre-Pass suits mostly-opaque meshes with transparent edges.
See references/materials-and-lighting-recipes.md for the comparison table.
Create a StandardMaterial3D at runtime, assign to mesh.material_override, and drive emissive flashes via Tween. Use .duplicate() to make per-instance copies so changing one mesh's material doesn't affect others.
See references/materials-and-lighting-recipes.md for the full GDScript and C# recipes (basic material setup, emissive flash, per-instance duplicate, dynamic OmniLight3D explosion).
| Light | Shape | Shadows | Cost | Max Visible |
|---|---|---|---|---|
DirectionalLight3D | Parallel rays | PSSM | Cheapest | 8 (Forward+) |
OmniLight3D | Sphere | Cube/Dual Paraboloid | Medium | 512 clustered* |
SpotLight3D | Cone | Single texture | Cheap | 512 clustered* |
AreaLight3D (4.7+) | Rectangle | PCSS soft | Most expensive | — |
*Forward+ shares 512 clustered element slots among omni lights, spot lights, decals, and reflection probes.
Key knobs: light_color, light_energy (HDR — values >1 are valid), shadow_enabled (big perf hit), directional_shadow_mode, directional_shadow_max_distance (lower = sharper shadows).
See references/materials-and-lighting-recipes.md for the properties table and the GDScript + C# sun setup snippet.
AreaLight3D emits light from a rectangle along the node's -Z — neon tubes, screens, softbox panels — with PCSS soft shadows driven by light_size. Key properties: area_size = Vector2(1, 1) (meters), area_range = 5.0, area_attenuation = 1.0 (2.0 = physically accurate inverse square), area_normalize_energy = true (resizing keeps total output stable), optional area_texture for textured emission (Forward+/Mobile only). Mobile support is limited and Compatibility cannot cast area-light shadows; in Forward+, a single visible area light adds clustered-lighting cost to all rendered objects — reserve for cinematics or high-end targets.
See references/materials-and-lighting-recipes.md for the full property table and the GDScript + C# setup recipe.
Spawn an OmniLight3D at runtime, drive its energy with a tween, queue-free on completion. Common for explosions, muzzle flashes, magic effects.
See references/materials-and-lighting-recipes.md for the full GDScript and C# recipe.
Prefer shadow_normal_bias over shadow_bias against acne; keep directional_shadow_max_distance at the minimum needed (50–100 m typical). Bake modes: Disabled (fully real-time, default), Static (fully baked, no runtime cost), Dynamic (indirect baked, direct real-time).
See references/materials-and-lighting-recipes.md for the shadow-tuning table and the bake-modes table.
Configure global rendering — sky background, tonemapping, glow, SSR, SSAO/SSIL/SDFGI, depth-of-field — through a WorldEnvironment node holding an Environment resource. Pick a tonemap (Linear, Reinhard, Filmic, ACES, or AgX) on the Environment resource. Forward+ enables SSAO, SSIL, SSR, and SDFGI; mobile/compatibility renderers omit these.
See references/environment-and-post.md for the full setup recipes (sky options, tonemap modes, all post-processing effects, the 4.6+ glow-before-tonemapping pipeline change, AgX
tonemap_white/tonemap_contrastcontrols, and the 4.6+ SSR quality upgrade).
Godot 4.7+:
display/window/hdr/request_hdr_output(defaultfalse, promoted to a basic project setting) requests HDR display output for the main window and editor where supported, auto-switching between HDR and SDR as screens or system settings change; it forcesViewport.use_hdr_2don for the main viewport (otherSubViewports must enable it themselves). Read only at startup — toggleWindow.hdr_output_requestedat runtime.
⚠️ Changed in Godot 4.7: The
rendering/reflections/sky_reflections/roughness_layersdefault changed from7to8, altering sky-reflection roughness mip distribution for projects that left it at the default. Set it back to7to keep the 4.6 output. See the 4.7 migration guide.
Five GI options trade quality for cost: none (ambient only) → ReflectionProbe (localized) → LightmapGI (best quality, baked) → VoxelGI (small/medium dynamic) → SDFGI (large open-world). VoxelGI/SDFGI/LightmapGI require Forward+. The 4.5+ subsections below (Specular Occlusion, Bent Normal Maps) stay inline because they apply across GI methods.
See references/global-illumination.md for the methods comparison table, ReflectionProbe scene + code recipe, LightmapGI bake workflow, and SDFGI configuration.
Godot 4.5+ automatically computes specular occlusion from the ambient light probe when LightmapGI, VoxelGI, or SDFGI is active. Prevents unrealistically bright speculars in areas that receive little indirect light (under eaves, inside crevices, in corners). No API change — re-bake after upgrading to see the improvement on metallic / low-roughness surfaces. ReflectionProbe alone does not provide specular occlusion.
Bent normal maps encode the mean unoccluded direction from each texel — the average direction toward open sky across the hemisphere. When assigned to the Bent Normal slot on StandardMaterial3D, Godot uses this information to improve indirect lighting directionality and specular occlusion accuracy. The result is more realistic ambient lighting on complex surfaces like cloth, carved stone, or organic shapes.
Inspector setup: In StandardMaterial3D, enable Bent Normal → assign your tangent-space bent normal texture (baked from Marmoset, Substance, or xNormal).
Most visible on: materials that combine low roughness or high metallic values with baked GI (LightmapGI / VoxelGI / SDFGI). On fully rough dielectric surfaces the benefit is subtler. Use on hero assets; skip on background geometry.
See references/materials-and-lighting-recipes.md for the runtime-assignment GDScript + C# code path (the Inspector setup above is the typical case).
Three layers: depth/height fog set on WorldEnvironment.environment (cheap, all renderers), volumetric fog (Forward+ only — godrays through depth), and FogVolume nodes for localized fog effects (interior rooms, pits, atmospheric volumes).
See references/fog-recipes.md for the full GDScript and C# recipes — depth/height fog setup, volumetric fog parameters and performance notes, and FogVolume placement.
⚠️ Changed in Godot 4.7: Volumetric fog is now blended using transmittance instead of opacity, so existing volumetric fog can look different after upgrading. Enable the project setting
rendering/environment/fog/use_legacy_blending(defaultfalse) to restore the previous behavior. See GH-119414.
Decal nodes project a texture onto whatever surfaces fall within their bounding box — bullet holes, blood splatter, ground details, signage. All renderers support decals; performance scales with overdraw and decal count.
See references/decals.md for the scene setup, runtime spawning recipe (GDScript + C#), and the per-renderer decal limits.
Four tools: automatic mesh LOD (set on import or per MeshInstance3D), manual VisibilityRange for staged swaps, occlusion culling via OccluderInstance3D, and MultiMeshInstance3D for thousands of identical meshes in one draw call.
See references/lod-and-culling.md for setup recipes for each tool plus the MultiMesh runtime population example.
Pick the renderer before you build the look: Forward+ (desktop default) is the only one with SDFGI and volumetric fog, Mobile trades those for performance on tile-based GPUs, and Compatibility (GLES3-class) drops most advanced lighting entirely. Advice that assumes SDFGI silently fails on the other two.
Full feature-by-renderer table and selection guidance: references/renderer-comparison.md
Quick symptom → cause → fix table covering black scenes, dark objects without ambient light, shadow acne and peter-panning, popping shadows, flat materials, invisible decals, transparency sorting artifacts, SDFGI light leaking, missing volumetric fog, and invisible MultiMesh instances.
See references/common-pitfalls.md for the full table.
shadow_normal_bias tuned to prevent acnedirectional_shadow_max_distance is set to the minimum needed (50–100m typical)tonemap_white and tonemap_contrast are adjusted when using AgX tonemapper for precise look control (Godot 4.6+)roughness_layers default changed)© jame581, MIT. 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 9 other files (references) in skills/3d-essentials of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot 3D Essentials 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 3D Essentials this skilljame581/GodotPrompter | 795 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | 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 | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
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.
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.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
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.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
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#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
jame581/GodotPrompter
Explains how Godot 4.3 and later imports assets: image compression modes, 3D scenes, audio and resource formats, and import settings, with GDScript and C# examples.
Categories
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. 3+ patterns for 3D, with GDScript shown first and C# after it and no deprecated APIs. The skill opens with the right-handed coordinate system, metric units, the convention that cameras and lights point along negative Z, and a table of core nodes: Node3D, MeshInstance3D, Camera3D, the three light types, WorldEnvironment, Decal, GPUParticles3D, CSG shapes and GridMap.
Godot 3D Essentials fits situations like: setting up lighting, shadows and a WorldEnvironment in a Godot 3D scene; choosing between StandardMaterial3D and ShaderMaterial; adding fog, global illumination or decals to a level; reducing 3D cost with LOD and occlusion culling.
Run `npx skills add jame581/GodotPrompter --skill 3d-essentials -a claude-code`. Or copy the skill folder (skills/3d-essentials in jame581/GodotPrompter) into .claude/skills/3d-essentials in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill 3d-essentials -a codex`. Or copy the skill folder (skills/3d-essentials in jame581/GodotPrompter) into .agents/skills/3d-essentials 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 jame581/GodotPrompter --skill 3d-essentials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-essentials, .gemini/skills/3d-essentials, .github/skills/3d-essentials and .opencode/skills/3d-essentials in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot 3D Essentials is instructions for the agent only. Our summary lists: Godot 4.3 or newer.
SKILL.md names 2 domains. As links in the text: docs.godotengine.org and github.com. 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 3D Essentials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.7k tokens (SKILL.md is roughly 15k 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 8k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot 3D Essentials: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (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.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.