Agent skill

Godot Addon Development

by jame581 in 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#.

MITAuto-check passedGame Development

Install Godot Addon Development

skills CLI
$ npx skills add jame581/GodotPrompter --skill addon-development -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter addon-development --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/addon-development .claude/skills/addon-development && rm -rf skills-src

Use ~/.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/

Facts

Skill name
addon-development
GitHub stars
792
Token cost
~3.3k tokens
SKILL.md length
987 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.

  • Works in 10 steps: Plugin Structure → @tool Annotation → EditorPlugin Base → …
  • Creating a Godot editor plugin with a plugin.cfg and an EditorPlugin script
  • SKILL.md covers 1. Plugin Structure, 2. @tool Annotation, 3. EditorPlugin Base and 4. Custom Inspector Plugin, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Editor plugins extend the Godot editor with custom node types, inspector panels, dock widgets, 3D gizmos and toolbar buttons. Each plugin sits under addons/ with a plugin.cfg whose script key points at the main plugin script, and you enable it in Project Settings. The @tool annotation makes a script run inside the editor, and C# tool scripts are wrapped in #if TOOLS so exports leave them out. Examples target Godot 4.3+ and avoid deprecated APIs.

Key rules: put @tool or [Tool] on every script that needs editor access, guard runtime-only code with Engine.is_editor_hint(), call update_configuration_warnings() when a property changes the warning state, and remove in _exit_tree() everything added in _enter_tree(). The add_custom_type call takes a name, base class, script and icon. Reference files cover dock panels, gizmos, inspector plugins and testing plugins.

When your agent uses it

  • Creating a Godot editor plugin with a plugin.cfg and an EditorPlugin script
  • Adding a custom node type with an icon to the Add Node dialog
  • Building a custom inspector or dock panel
  • Writing @tool scripts that behave correctly in the editor

Example prompts

  • “Create a Godot 4.3 plugin that adds a dock panel listing all scenes in the project.”
  • “Add a custom node type with an SVG icon through add_custom_type.”
  • “My @tool script crashes the editor on load; add the right editor-hint guards.”
  • “Write the C# version of this EditorPlugin, wrapped in #if TOOLS.”

Requirements

  • Godot 4.3 or newer

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Plugin Structure
  2. @tool Annotation
  3. EditorPlugin Base
  4. Custom Inspector Plugin
  5. Custom Dock Panel
  6. Custom Resource Editors
  7. Gizmos
  8. Testing Plugins
  9. plugin.cfg Format
  10. Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript, csharp and ini).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Addon Development loads about 3.3k tokens when it runs, and up to ~9.2k if it reads all its reference files. Until then it costs about 31 tokens; SKILL.md has 987 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~31
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.2k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 987 words, ~3,282 tokens.

Download SKILL.mdSave it as .claude/skills/addon-development/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
addon-development
description
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

Addon Development in Godot 4.3+

Editor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: resource-pattern for custom Resource editors, godot-ui for editor panel UI, csharp-godot for C# plugin development.


1. Plugin Structure

Every plugin lives inside addons/ at the project root. Godot discovers plugins by scanning for plugin.cfg files.

res://
└── addons/
    └── my_plugin/
        ├── plugin.cfg          # required — plugin metadata
        ├── plugin.gd           # main EditorPlugin script (named in plugin.cfg)
        ├── my_inspector.gd     # optional — EditorInspectorPlugin
        ├── my_dock.tscn        # optional — dock panel scene
        └── icons/
            └── my_node.svg     # optional — custom node icons

plugin.cfg is a plain INI file. Godot reads it when scanning addons/. The script key must point to the main plugin script relative to the plugin folder.

Enable the plugin: Project → Project Settings → Plugins → tick the checkbox next to your plugin name.


2. @tool Annotation

@tool makes a GDScript (or its C# equivalent) run inside the editor process as well as at runtime. Without it, the script only runs when the game is playing.

GDScript
gdscript
@tool
extends Sprite2D

# Engine.is_editor_hint() is true when running inside the editor,
# false during a running game. Use it to guard editor-only logic.
func _process(delta: float) -> void:
    if Engine.is_editor_hint():
        # This block runs in the editor viewport — safe to call editor APIs.
        update_configuration_warnings()
    else:
        # Normal game logic here.
        pass


# _get_configuration_warnings() returns an array of strings shown as
# yellow warning icons on the node in the Scene panel.
func _get_configuration_warnings() -> PackedStringArray:
    var warnings := PackedStringArray()
    if texture == null:
        warnings.append("Texture is not set. Assign a Texture2D in the Inspector.")
    return warnings
C#
csharp
#if TOOLS
using Godot;

[Tool]
public partial class MyToolSprite : Sprite2D
{
    public override void _Process(double delta)
    {
        if (Engine.IsEditorHint())
        {
            // Editor-only logic — safe to call editor APIs here.
            UpdateConfigurationWarnings();
        }
        else
        {
            // Normal game logic.
        }
    }

    public override string[] _GetConfigurationWarnings()
    {
        if (Texture == null)
            return new[] { "Texture is not set. Assign a Texture2D in the Inspector." };
        return System.Array.Empty<string>();
    }
}
#endif

Wrap C# tool scripts in #if TOOLS / #endif to prevent the class from being included in exported builds. GDScript @tool scripts are excluded from exports automatically.

Key rules:

  • Add @tool / [Tool] at the top of every script that needs editor access.
  • Always guard runtime-only code with Engine.is_editor_hint() to avoid crashing the editor when processing begins before the scene is fully loaded.
  • Call update_configuration_warnings() whenever a property changes that might affect the warning state.

3. EditorPlugin Base

The main plugin script extends EditorPlugin. Godot calls _enter_tree() when the plugin is enabled and _exit_tree() when it is disabled or the project is closed. Everything added in _enter_tree() must be removed in _exit_tree().

GDScript
gdscript
# plugin.gd
@tool
extends EditorPlugin


func _enter_tree() -> void:
    # Register a custom node type. The editor shows MyNode in the
    # "Add Node" dialog under the chosen base class, with a custom icon.
    add_custom_type(
        "MyNode",                              # name shown in editor
        "Node2D",                              # base class to extend
        preload("res://addons/my_plugin/my_node.gd"),
        preload("res://addons/my_plugin/icons/my_node.svg")
    )

    # Add a menu item to the Project menu (top toolbar).
    add_tool_menu_item("My Plugin Action", _on_tool_menu_item)


func _exit_tree() -> void:
    remove_custom_type("MyNode")
    remove_tool_menu_item("My Plugin Action")


func _on_tool_menu_item() -> void:
    print("My Plugin Action triggered")
C#
csharp
// Plugin.cs
#if TOOLS
using Godot;

[Tool]
public partial class MyPlugin : EditorPlugin
{
    public override void _EnterTree()
    {
        AddCustomType(
            "MyNode",
            "Node2D",
            GD.Load<Script>("res://addons/my_plugin/MyNode.cs"),
            GD.Load<Texture2D>("res://addons/my_plugin/icons/my_node.svg")
        );

        AddToolMenuItem("My Plugin Action", new Callable(this, MethodName.OnToolMenuAction));
    }

    public override void _ExitTree()
    {
        RemoveCustomType("MyNode");
        RemoveToolMenuItem("My Plugin Action");
    }

    private void OnToolMenuAction()
    {
        GD.Print("My Plugin Action triggered");
    }
}
#endif

add_custom_type parameters:

ParameterDescription
nameThe name shown in the Add Node dialog
baseString name of the Godot base class
scriptThe GDScript / C# script resource
iconA Texture2D, typically a 16×16 SVG

add_tool_menu_item adds an entry under Project in the top menu bar. Pass a Callable that takes no arguments.

Unsaved-State & Script Editor Control (Godot 4.7+)

Godot 4.7 adds file-management APIs useful for build/export tooling — check for unsaved work before running an action, or refresh scripts changed by an external tool.

gdscript
func _run_pre_build_check() -> void:
    var unsaved_scenes := EditorInterface.get_unsaved_scenes()  # PackedStringArray of scene paths
    var script_editor := EditorInterface.get_script_editor()
    var unsaved_files := script_editor.get_unsaved_files()      # PackedStringArray of script paths
    if not unsaved_scenes.is_empty() or not unsaved_files.is_empty():
        push_warning("Unsaved work detected — save before building.")

    script_editor.save_all_scripts()   # saves every open script
    script_editor.reload_open_files()  # re-read files changed outside the editor
    # Closes the tab, discarding unsaved changes; OK or ERR_FILE_NOT_FOUND.
    var err := script_editor.close_file("res://addons/my_plugin/generated.gd")
csharp
#if TOOLS
private void RunPreBuildCheck()
{
    string[] unsavedScenes = EditorInterface.Singleton.GetUnsavedScenes();
    var scriptEditor = EditorInterface.Singleton.GetScriptEditor();
    string[] unsavedFiles = scriptEditor.GetUnsavedFiles();
    if (unsavedScenes.Length > 0 || unsavedFiles.Length > 0)
        GD.PushWarning("Unsaved work detected — save before building.");

    scriptEditor.SaveAllScripts();
    scriptEditor.ReloadOpenFiles();
    Error err = scriptEditor.CloseFile("res://addons/my_plugin/Generated.cs");
}
#endif

4. Custom Inspector Plugin

When you want a custom widget for an exported property of a specific type, register an EditorInspectorPlugin from your main EditorPlugin. The inspector plugin overrides _can_handle to opt in and _parse_property (or _parse_begin) to inject custom widgets. Pair with an EditorProperty subclass for the actual UI.

See references/inspector-plugins.md for the full GDScript and C# scaffold (custom inspector + EditorProperty + registration boilerplate).

Godot 4.7+: the static EditorInspector.create_default_inspector(filter_line_edit: LineEdit = null) returns an inspector with the same configuration as the editor's Inspector dock, ready to embed in plugin UIs — pass a LineEdit for live property filtering (see references/inspector-plugins.md). EditorContextMenuPlugin also gains CONTEXT_SLOT_INSPECTOR_PROPERTY in ContextMenuSlot, so context-menu plugins can extend the inspector property right-click menu: _popup_menu() receives [object ID, property name] and the option callback receives the EditorProperty directly.


5. Custom Dock Panel

Add a custom dock to the editor by calling add_control_to_dock(slot, control) from your EditorPlugin._enter_tree. Free the control on _exit_tree. Useful for project-wide tooling UIs (level browser, asset summary, build dashboard).

See references/dock-panels.md for the full GDScript and C# dock scaffold.


6. Custom Resource Editors

EditorResourcePicker lets you constrain a property to a specific Resource subclass with a tooltip and base-type filter. EditorResourcePreviewGenerator provides custom thumbnails for resources in the FileSystem dock and Inspector.

See references/inspector-plugins.md for the full GDScript and C# EditorResourcePicker and EditorResourcePreviewGenerator scaffolds.


Show full SKILL.md (429 more words)Show less

7. Gizmos

EditorNode3DGizmoPlugin adds visual handles for 3D nodes in the editor — wireframe shapes, draggable handles, rotation rings. Implement _init (materials), _get_gizmo_name, _has_gizmo, _redraw (draw lines/handles), and _get_handle_value / _set_handle / _commit_handle for interactive editing.

See references/gizmos-deep-dive.md for the full GDScript and C# gizmo plugin (with undo/redo wiring for handle commits).

Godot 4.7+: override _can_commit_handle_on_click() -> bool (returns false if not overridden) to commit a handle action even when the final handle position is the same as the initial one — i.e. on a plain click.


8. Testing Plugins

Toggle the plugin off and on in Project Settings → Plugins to reload it; saving a @tool script hot-reloads automatically, but new class registrations and dock changes need the full cycle. print() / push_warning() / push_error() go to the Output panel. C# plugins must recompile first — Could not find type "Plugin" means the assembly failed to build, so check the MSBuild panel before anything else.

Reload recipes (GDScript + C# PluginReloader), console launch flags, and the lifecycle-gotcha table (orphaned docks, stale custom types, double-registered inspector plugins): references/testing-plugins.md


9. plugin.cfg Format

plugin.cfg is a plain INI file placed at the root of the plugin folder. All fields in the [plugin] section are required except dependencies and installs.

ini
[plugin]

name="My Plugin"
description="Adds MyNode, a custom inspector, and a dock panel to the editor."
author="Your Name"
version="1.0.0"
script="plugin.gd"

Field reference:

KeyTypeDescription
nameStringDisplay name shown in Project Settings → Plugins
descriptionStringShort summary shown in the Plugins panel
authorStringAuthor name or organisation
versionStringSemantic version string (e.g. "1.2.0")
scriptStringPath to the main EditorPlugin script, relative to the plugin folder

Complete example with all optional fields:

ini
[plugin]

name="My Plugin"
description="Adds MyNode, a custom inspector, and a dock panel to the editor."
author="Your Name"
version="1.0.0"
script="plugin.gd"

There are no other standard keys in Godot 4.x plugin.cfg. Dependency management is handled externally (e.g., by the Asset Library or manual installation instructions).


10. Checklist

  • addons/<plugin_name>/plugin.cfg exists with name, description, author, version, script
  • Main script extends EditorPlugin and is decorated with @tool (GDScript) or [Tool] inside #if TOOLS (C#)
  • Everything registered in _enter_tree() is unregistered in _exit_tree()
  • Custom node types use add_custom_type / remove_custom_type with a matching icon SVG
  • @tool scripts guard editor-only code with Engine.is_editor_hint()
  • _get_configuration_warnings() returns non-empty array when node is misconfigured
  • Inspector plugins implement _can_handle to avoid handling unintended types
  • _parse_property returns true only for properties that need a custom editor
  • Dock scenes have a Custom Minimum Size set so the panel is usable at default dock widths
  • Dock Control is freed with queue_free() in _exit_tree()
  • EditorResourcePreviewGenerator is both added and removed via EditorInterface.get_resource_previewer()
  • Gizmo plugin implements _commit_handle with get_undo_redo() so handle drags are undoable
  • Plugin tested by full disable/enable cycle after each structural change
  • push_error() used instead of silent failures in all _enter_tree setup paths
  • C# plugin scripts wrapped in #if TOOLS / #endif

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/addon-development of jame581/GodotPrompter.

  • SKILL.md
  • references/dock-panels.md
  • references/gizmos-deep-dive.md
  • references/inspector-plugins.md
  • references/testing-plugins.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Godot Addon Development 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.

Godot Addon Development compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Addon Development this skilljame581/GodotPrompter792—~3.3kAutomated safety check: PassMIT
Godot Admob App Openpoingstudios/godot-admob-plugin631—~1kAutomated safety check: PassMIT
Godot Admob Bannerpoingstudios/godot-admob-plugin631—~718Automated safety check: PassMIT
Godot Admob Get Startedpoingstudios/godot-admob-plugin631—~1kAutomated safety check: PassMIT
Godot Admob Interstitialpoingstudios/godot-admob-plugin631—~1.1kAutomated safety check: PassMIT
Godot Admob Native Overlaypoingstudios/godot-admob-plugin631—~1kAutomated safety check: PassMIT

Similar skills

  • 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.

    631 GitHub stars~1k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Godot Admob Banner

    poingstudios/godot-admob-plugin

    Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.

    631 GitHub stars~718 tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Godot Admob Get Started

    poingstudios/godot-admob-plugin

    Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.

    631 GitHub stars~1k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Godot Admob Interstitial

    poingstudios/godot-admob-plugin

    Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.

    631 GitHub stars~1.1k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Godot Admob Native Overlay

    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.

    631 GitHub stars~1k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • 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.

    50k GitHub stars~677 tokensUpdated today
    Game DevelopmentAuto-check passed

More from jame581/GodotPrompter

All 58 skills in this repo
  • 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.

    792 GitHub stars~2.3k tokensUpdated today
    Auto-check passed
  • Godot 3D Essentials

    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.

    792 GitHub stars~3.7k tokensUpdated today
    Auto-check passed
  • Godot Ability System

    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.

    792 GitHub stars~3k tokensUpdated today
    Auto-check passed
  • Godot AI Navigation

    jame581/GodotPrompter

    Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.

    792 GitHub stars~3.5k tokensUpdated today
    Auto-check passed
  • Godot Animation System

    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.

    792 GitHub stars~3.8k tokensUpdated today
    Auto-check passed
  • Godot Assets Pipeline

    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.

    792 GitHub stars~3.6k tokensUpdated today
    Auto-check passed

Works with

Questions about Godot Addon Development

What does Godot Addon Development do?

Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#. Editor plugins extend the Godot editor with custom node types, inspector panels, dock widgets, 3D gizmos and toolbar buttons.cfg whose script key points at the main plugin script, and you enable it in Project Settings.

When should I use Godot Addon Development?

Godot Addon Development fits situations like: creating a Godot editor plugin with a plugin.cfg and an EditorPlugin script; adding a custom node type with an icon to the Add Node dialog; building a custom inspector or dock panel; writing @tool scripts that behave correctly in the editor.

How do I install Godot Addon Development in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill addon-development -a claude-code`. Or copy the skill folder (skills/addon-development in jame581/GodotPrompter) into .claude/skills/addon-development in your project. Claude Code loads it when a task matches its description.

How do I install Godot Addon Development in Codex?

Run `npx skills add jame581/GodotPrompter --skill addon-development -a codex`. Or copy the skill folder (skills/addon-development in jame581/GodotPrompter) into .agents/skills/addon-development in your project. Codex loads it when a task matches its description.

Can I use Godot Addon Development in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill addon-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/addon-development, .gemini/skills/addon-development, .github/skills/addon-development and .opencode/skills/addon-development in your project.

What does Godot Addon Development need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Addon Development is instructions for the agent only. Our summary lists: Godot 4.3 or newer.

Does Godot Addon Development access the network?

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.

Is Godot Addon Development safe to install?

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.

What licence does Godot Addon Development use?

Godot Addon Development is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Addon Development use?

About 3.3k tokens (SKILL.md is roughly 13k 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 5.9k tokens, read only when the agent opens those files.

What are the alternatives to Godot Addon Development?

Skills that share tags, products or a category with Godot Addon Development: Godot Admob App Open (poingstudios/godot-admob-plugin, 631 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 631 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 631 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 631 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Addon Development?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 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.