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 pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
$ npx skills add jame581/GodotPrompter --skill ai-navigation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter ai-navigation --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/ai-navigation .claude/skills/ai-navigation && 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 "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .claude/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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/ai-navigationType 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 ai-navigation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter ai-navigation --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/ai-navigation .agents/skills/ai-navigation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .agents/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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 ai-navigation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter ai-navigation --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/ai-navigation .cursor/skills/ai-navigation && 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 "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .cursor/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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/ai-navigation--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 ai-navigation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter ai-navigation --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/ai-navigation .gemini/skills/ai-navigation && 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 "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .gemini/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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 ai-navigationInstalls 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 ai-navigation -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/ai-navigation .github/skills/ai-navigation && 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 "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .github/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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 ai-navigation -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 ai-navigation --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/ai-navigation .opencode/skills/ai-navigation && 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 "ai-navigation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/ai-navigation into .opencode/skills/ai-navigation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ai-navigation", 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.
ai-navigationCovers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
The skill starts with setup. A NavigationRegion2D or NavigationRegion3D node gets a NavigationPolygon or NavigationMesh resource, and the walkable area is baked in the editor or at runtime through `bake_navigation_polygon()` and `bake_navigation_mesh()`, shown in both GDScript and C#. For large or changing maps, Godot 4.4 can bake on a background thread; you pass true and connect the region's `bake_finished` signal to learn when the mesh is ready. Navigation layers keep different agent types, such as ground and flying units, on separate walkable areas.
Beyond setup, the skill addresses steering behaviors, behavior trees and patrol patterns, with reference pages on async baking, behavior trees, chase and attack, 3D navigation agents, patrol patterns and steering. It points to related skills for state machines, components, player movement, math and the LimboAI and Beehave behavior-tree add-ons. Examples avoid deprecated APIs.
10 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 (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.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 AI Navigation loads about 3.5k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,196 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). 1,196 words, ~3,465 tokens.
.claude/skills/ai-navigation/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: state-machine for AI state management, component-system for modular AI behaviors, player-controller for movement physics patterns, math-essentials for pathfinding vectors and steering math, limboai for BT + HSM with a visual editor, beehave for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in limboai and beehave.
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
├── TileMapLayer / StaticBody2D (geometry)
└── Enemy (CharacterBody2D with NavigationAgent2D child)# 2D
$NavigationRegion2D.bake_navigation_polygon()
# 3D
$NavigationRegion3D.bake_navigation_mesh()// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();
// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread: pass true to bake_navigation_polygon(true) (2D) or bake_navigation_mesh(true) (3D) and connect the region's bake_finished signal (use CONNECT_ONE_SHOT) to know when the mesh is ready.
See references/async-baking.md for the full GDScript and C# background-thread bake examples (2D and 3D).
When to use async baking: Procedurally generated levels, destructible terrain, or any scene where the navigation mesh must be rebuilt at runtime. The game continues running while the mesh bakes.
Navigation layers let you separate walkable areas for different agent types (ground troops, flying units, large enemies).
# Assign layer bits on the NavigationRegion (Inspector or code)
# Layer 1 = ground, Layer 2 = air, Layer 3 = large
# On the NavigationAgent, set matching layers:
$NavigationAgent2D.navigation_layers = 1 # ground only
$NavigationAgent2D.navigation_layers = 2 # air only
$NavigationAgent2D.navigation_layers = 1 | 2 # both (bitwise OR)// Assign layer bits on the NavigationRegion (Inspector or code)
// Layer 1 = ground, Layer 2 = air, Layer 3 = large
var navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
navAgent.NavigationLayers = 1; // ground only
navAgent.NavigationLayers = 2; // air only
navAgent.NavigationLayers = 1 | 2; // both (bitwise OR)Set
navigation_layerson both the NavigationRegion and the NavigationAgent so they match. Mismatched layers are one of the most common reasons an agent finds no path.
extends CharacterBody2D
@export var speed: float = 120.0
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
func _ready() -> void:
# velocity_computed fires when avoidance calculates a safe velocity
nav_agent.velocity_computed.connect(_on_velocity_computed)
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_pos: Vector2 = nav_agent.get_next_path_position()
var direction: Vector2 = (next_pos - global_position).normalized()
var desired_velocity: Vector2 = direction * speed
if nav_agent.avoidance_enabled:
# Hand desired velocity to the avoidance system; wait for the signal
nav_agent.velocity = desired_velocity
else:
velocity = desired_velocity
move_and_slide()
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func set_target(target_pos: Vector2) -> void:
nav_agent.target_position = target_posKey NavigationAgent2D properties:
| Property | Purpose |
|---|---|
target_position | World-space destination |
path_desired_distance | How close to each waypoint counts as reached (default 1) |
target_desired_distance | How close to the final target counts as finished (default 10) |
avoidance_enabled | Enable RVO obstacle avoidance |
radius | Agent collision radius for avoidance |
time_horizon_agents | Seconds of avoidance look-ahead (tune to reduce jitter) |
using Godot;
public partial class Enemy2D : CharacterBody2D
{
[Export] public float Speed { get; set; } = 120f;
private NavigationAgent2D _navAgent;
public override void _Ready()
{
_navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
_navAgent.VelocityComputed += OnVelocityComputed;
}
public override void _PhysicsProcess(double delta)
{
if (_navAgent.IsNavigationFinished()) return;
Vector2 nextPos = _navAgent.GetNextPathPosition();
Vector2 direction = (nextPos - GlobalPosition).Normalized();
Vector2 desiredVelocity = direction * Speed;
if (_navAgent.AvoidanceEnabled)
_navAgent.Velocity = desiredVelocity;
else
{
Velocity = desiredVelocity;
MoveAndSlide();
}
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
Velocity = safeVelocity;
MoveAndSlide();
}
public void SetTarget(Vector2 targetPos) => _navAgent.TargetPosition = targetPos;
}A CharacterBody3D drives a NavigationAgent3D by calling get_next_path_position() each physics frame, flattening the direction on Y, and keeping gravity separate. With avoidance_enabled the desired velocity goes to nav_agent.velocity and movement happens in the velocity_computed handler; otherwise move_and_slide() is called directly. Targets are set through target_position and completion is checked with is_navigation_finished().
See references/navigation-agent-3d.md for the full GDScript and C#
NavigationAgent3Denemy example.
Lightweight per-frame calculations (seek, flee, arrive, wander) that produce natural-looking movement without a navigation mesh. Combine them by summing the returned vectors, or pick one and assign it to velocity each _physics_process tick.
See references/steering-behaviors.md for the full GDScript and C# implementations of seek, flee, arrive (with deceleration ramp), and wander (with circle-projection jitter).
A NavigationAgent2D plus an array of Marker2D waypoints and a Timer for the pause at each point produces a clean patrol loop. Cycle the index on wait_timer.timeout, set nav_agent.target_position to the next waypoint, and gate movement on is_navigation_finished().
See references/patrol-patterns.md for the full GDScript and C# waypoint-chain patrol with wait-timer pauses.
A behavior tree (BT) is a tree of nodes evaluated every tick. Three core node types:
| Type | Succeeds when | Fails when |
|---|---|---|
| Sequence | all children succeed (AND) | any child fails |
| Selector | any child succeeds (OR) | all children fail |
| Action | the leaf action completes | the leaf reports failure |
Sequences model "do A then B then C". Selectors model "try A, else try B, else try C".
See references/behavior-trees.md for the full lightweight BT implementation (BTNode base + Sequence / Selector / Action) and a worked enemy that uses "chase OR patrol", in both GDScript and C#.
Combines NavigationAgent2D with a state machine. See the state-machine skill for the full FSM infrastructure.
| State | Entry condition | Exit condition |
|---|---|---|
| PATROL | default / player escaped | player enters detect_range |
| CHASE | player in detect_range | player in attack_range OR player escaped |
| ATTACK | player in attack_range | player left attack_range |
See references/chase-attack.md for the full GDScript and C# implementation (PATROL → CHASE → ATTACK transitions, attack cooldown timer, patrol-waypoint advancement, escape-range hand-off back to patrol).
For larger projects, extract each state into its own node class using the state-machine skill and inject the
NavigationAgent2Dreference from the parent.
Prior to Godot 4.5, NavigationServer2D was a thin frontend that delegated all work to the 3D navigation server internally. Godot 4.5 splits them into fully independent servers. The change is transparent — no API changes and no code migration is required — but it brings two practical benefits:
# No code change needed — NavigationServer2D calls work identically.
# The split is internal; you continue using NavigationServer2D as before.
# Example: query a path directly via the server (unchanged API).
func get_path_to(target: Vector2) -> PackedVector2Array:
var map: RID = get_world_2d().get_navigation_map()
return NavigationServer2D.map_get_path(
map,
global_position,
target,
true # optimize path
)// No code change needed — NavigationServer2D calls work identically.
public PackedVector2Array GetPathTo(Vector2 target)
{
var map = GetWorld2D().GetNavigationMap();
return NavigationServer2D.MapGetPath(map, GlobalPosition, target, true);
}2D-only projects: In Project Settings → Modules, you can disable the
NavigationServer3Dmodule to reduce export size. This is only safe if no 3D navigation nodes (NavigationRegion3D,NavigationAgent3D) are used anywhere in the project.
| Pitfall | Symptom | Fix |
|---|---|---|
| Navigation mesh not baked | Agent stands still; no path found | Bake the NavigationPolygon/NavigationMesh before running, or call bake_navigation_polygon() at runtime after scene loads |
agent_radius too large | Agent can't fit through doorways or narrow corridors | Lower radius on NavigationAgent to be slightly less than half the passage width |
| Avoidance jitter | Agent stutters or oscillates when near other agents | Increase time_horizon_agents (try 2–4 s) or slightly lower max_speed on the agent |
| Path recalculation too frequent | CPU spike each frame; agents lag | Add a Timer (0.2–0.5 s) and only set target_position when the timer fires, not every physics frame |
| Wrong navigation layer | Agent ignores some regions or finds no path | Confirm navigation_layers bitmask matches between the NavigationRegion and the NavigationAgent |
| Target set before NavigationServer is ready | Path is empty on the first frame | Defer target_position assignment to _ready() or await NavigationServer2D.map_changed |
| Gravity ignored in 3D | Agent floats or sinks into the floor | Always accumulate velocity.y from gravity separately; only zero out X/Z from the nav direction |
| Baking causes frame drop | Synchronous bake on large maps blocks the main thread | Use async baking: bake_navigation_mesh(true) (Godot 4.4+); connect bake_finished signal |
⚠️ Changed in Godot 4.7:
NavigationServer3D.map_get_closest_point_normal(map, to_point)now returns a normalized vector (GH-119022) — previously the returned surface normal could be unnormalized. Code that compensated by callingnormalized()on the result keeps working; code that relied on the unnormalized magnitude breaks.
navigation_layers bitmask matches between NavigationRegion and NavigationAgentNavigationAgent2D/NavigationAgent3D is a child of the enemy nodeget_next_path_position() called each physics frame, not get_target_position()velocity_computed signal connected when avoidance_enabled is trueis_navigation_finished() checked before moving to avoid jitter at the destinationagent_radius small enough to fit through the narrowest passage in the levelbake_navigation_mesh(true)) to avoid frame drops (Godot 4.4+)NavigationServer3D in Project Settings to reduce export size© 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 6 other files (references) in skills/ai-navigation of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot AI Navigation 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 AI Navigation this skilljame581/GodotPrompter | 799 | — | ~3.5k | 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
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.
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 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 pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes. The skill starts with setup. A NavigationRegion2D or NavigationRegion3D node gets a NavigationPolygon or NavigationMesh resource, and the walkable area is baked in the editor or at runtime through `bake_navigation_polygon()` and `bake_navigation_mesh()`, shown in both GDScript and C#.
Godot AI Navigation fits situations like: making enemies path around obstacles with NavigationAgent2D or NavigationAgent3D; rebaking navigation meshes at runtime for procedural or destructible levels; adding patrol routes and chase behavior to NPCs.
Run `npx skills add jame581/GodotPrompter --skill ai-navigation -a claude-code`. Or copy the skill folder (skills/ai-navigation in jame581/GodotPrompter) into .claude/skills/ai-navigation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill ai-navigation -a codex`. Or copy the skill folder (skills/ai-navigation in jame581/GodotPrompter) into .agents/skills/ai-navigation 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 ai-navigation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ai-navigation, .gemini/skills/ai-navigation, .github/skills/ai-navigation and .opencode/skills/ai-navigation in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot AI Navigation is instructions for the agent only. Our summary lists: Godot 4.3 or newer.
SKILL.md names 1 domain. As links in the text: 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 AI Navigation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.5k tokens (SKILL.md is roughly 14k 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 7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot AI Navigation: 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 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 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.