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.
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.
$ npx skills add jame581/GodotPrompter --skill assets-pipeline -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter assets-pipeline --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/assets-pipeline .claude/skills/assets-pipeline && 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 "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .claude/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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/assets-pipelineType 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 assets-pipeline -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter assets-pipeline --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/assets-pipeline .agents/skills/assets-pipeline && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .agents/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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 assets-pipeline -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter assets-pipeline --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/assets-pipeline .cursor/skills/assets-pipeline && 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 "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .cursor/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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/assets-pipeline--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 assets-pipeline -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter assets-pipeline --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/assets-pipeline .gemini/skills/assets-pipeline && 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 "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .gemini/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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 assets-pipelineInstalls 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 assets-pipeline -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/assets-pipeline .github/skills/assets-pipeline && 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 "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .github/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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 assets-pipeline -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 assets-pipeline --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/assets-pipeline .opencode/skills/assets-pipeline && 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 "assets-pipeline" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline into .opencode/skills/assets-pipeline/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-pipeline", 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.
assets-pipelineExplains 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.
This reference covers importing and managing assets in Godot 4.3 and later, showing GDScript first and C# second. Files added under res:// are imported automatically, and the settings live in .import sidecar files that belong in version control. Anything inside .godot/imported is regenerated and should never be edited, and the .godot folder goes in .gitignore. Settings are changed in the Import dock followed by Reimport, with Advanced Import Settings available for .glb and .gltf 3D scenes.
The image section compares the compression modes (lossless, lossy, VRAM compressed, VRAM uncompressed and Basis Universal) and maps each to a use case, for example lossless for pixel art and UI icons and VRAM compressed for 3D textures. The skill goes on to cover 3D scene import, audio formats and resource formats, with a reference file on loading resources at runtime, and it points to sibling skills for audio, 3D, 2D, animation, optimization and multithreading.
8 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.comdocs.godotengine.orgFrom 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 Assets Pipeline loads about 3.6k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 38 tokens; SKILL.md has 1,421 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). 1,421 words, ~3,646 tokens.
.claude/skills/assets-pipeline/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: audio-system for audio playback and bus architecture, 3d-essentials for 3D materials and lighting, 2d-essentials for 2D rendering and sprites, animation-system for imported animations, godot-optimization for asset-related performance, multithreading for threaded resource loading.
When you add a file to res://, Godot auto-imports it based on its type. Import settings are stored in .import sidecar files alongside the original.
project/
├── textures/
│ ├── player.png ← original file (committed to VCS)
│ └── player.png.import ← import settings (committed to VCS)
└── .godot/
└── imported/ ← compiled cache (NOT committed — .gitignore it).godot/imported/ — they are regenerated from originals.import files to version control — they store your settings.godot/ should be in your .gitignoreImport settings can also be set via Advanced Import Settings for 3D scenes (double-click the
.glb/.gltffile).
| Mode | Quality | VRAM | File Size | Use For |
|---|---|---|---|---|
| Lossless | Perfect | High | Large | Pixel art, UI elements |
| Lossy | Good | High | Small | Large photos, backgrounds |
| VRAM Compressed | Reduced | Low | Small | 3D textures, large 2D sprites |
| VRAM Uncompressed | Perfect | High | Large | When VRAM compression artifacts are unacceptable |
| Basis Universal | Reduced | Low | Very small | Cross-platform, multiple GPU formats |
Pixel art / UI icons → Lossless (no artifacts, crisp pixels)
2D game sprites → Lossless (small sprites) or VRAM Compressed (large sprites)
3D textures (albedo, normal) → VRAM Compressed (saves GPU memory)
Large backgrounds → Lossy or VRAM Compressed
Mobile targets → VRAM Compressed (essential for memory)| Setting | Description | Default |
|---|---|---|
| Compress > Mode | Compression algorithm (see table above) | VRAM Compressed |
| Mipmaps > Generate | Generate mipmaps for distance rendering | Off |
| Process > Fix Alpha Border | Prevents dark outlines on transparent sprites | On |
| Process > Premult Alpha | Pre-multiply alpha (avoids dark halos) | Off |
| Flags > Filter | Bilinear filtering (smooth) vs nearest (crisp) | Linear |
| Flags > Repeat | Enable texture tiling | Disabled |
For crisp pixel art, set these project-wide:
Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter → Nearest
Or per-image in Import dock: Filter → Nearest
Mipmaps prevent shimmering on textures viewed at an angle or from a distance. Required for 3D textures; optional for 2D.
Godot 4.7+: DDS import supports the R8 and R8G8 texture formats. (GH-116307)
| Format | Extension | Recommendation |
|---|---|---|
| glTF | .gltf, .glb | Recommended — open standard, best support |
| Blend | .blend | Direct Blender import (requires Blender installed) |
| FBX | .fbx | Good for legacy pipelines |
| Collada | .dae | Older format, use glTF if possible |
| OBJ | .obj | Static meshes only — no animations/rigs |
glTF is the recommended format. It has the best Godot support, is an open standard, and preserves materials, animations, and rigs accurately.
Godot auto-creates appropriate node types based on suffixes in your 3D model's object names:
| Suffix | Generated Node | Example Name |
|---|---|---|
-col | StaticBody3D + collision | Wall-col |
-convcol | ConvexPolygonShape3D | Rock-convcol |
-rigid | RigidBody3D | Barrel-rigid |
-navmesh | NavigationRegion3D | Floor-navmesh |
-occluder | OccluderInstance3D | BigWall-occluder |
In Blender: In Godot (after import):
Wall-col → StaticBody3D
├── Wall (mesh) → ├── MeshInstance3D
→ └── CollisionShape3D (auto-generated)Select the imported .glb/.gltf in FileSystem, then in the Import dock:
| Setting | Description |
|---|---|
| Root Type | Override root node type (Node3D, RigidBody3D, etc.) |
| Root Name | Custom name for the root node |
| Meshes > Generate LOD | Auto-generate LOD levels (on by default) |
| Meshes > Light Baking | Static or Dynamic for lightmap baking |
| Animation > Import | Enable/disable animation import |
| Animation > FPS | Bake animation at this framerate |
Godot 4.7+: The Import dock's import-type option can also import a 3D scene file as a single
Meshresource or as aMeshLibrary(for GridMap), instead of a full scene — no separate export step in the 3D authoring tool needed. (GH-107856)
⚠️ Changed in Godot 4.7:
EditorSceneFormatImporter'sIMPORT_SCENE,IMPORT_ANIMATION,IMPORT_FAIL_ON_MISSING_DEPENDENCIES,IMPORT_GENERATE_TANGENT_ARRAYS,IMPORT_USE_NAMED_SKIN_BINDS,IMPORT_DISCARD_MESHES_AND_MATERIALS, andIMPORT_FORCE_DISABLE_MESH_COMPRESSIONconstants moved into a newImportFlagsenum (bitfield). GDScript-compatible; C# importer plugins referencing the old class-level constants must switch to the enum members. See the 4.7 migration guide.
Use preload() for paths known at compile time and load() for data-driven paths. GDScript + C# snippets: references/runtime-resource-loading.md.
GLTFDocument exposes an ImportFlags bitfield — IMPORT_FLAG_GENERATE_TANGENT_ARRAYS (8), IMPORT_FLAG_USE_NAMED_SKIN_BINDS (16), IMPORT_FLAG_DISCARD_MESHES_AND_MATERIALS (32), IMPORT_FLAG_FORCE_DISABLE_MESH_COMPRESSION (64) — accepted by the flags: int = 0 parameter of append_from_file(), append_from_buffer(), and append_from_scene():
var doc := GLTFDocument.new()
var state := GLTFState.new()
doc.append_from_file("user://mods/enemy.glb", state,
GLTFDocument.IMPORT_FLAG_GENERATE_TANGENT_ARRAYS | GLTFDocument.IMPORT_FLAG_USE_NAMED_SKIN_BINDS)
add_child(doc.generate_scene(state))var doc = new GltfDocument();
var state = new GltfState();
doc.AppendFromFile("user://mods/enemy.glb", state,
(uint)(GltfDocument.ImportFlags.GenerateTangentArrays | GltfDocument.ImportFlags.UseNamedSkinBinds));
AddChild(doc.GenerateScene(state));If a 3D file contains a single timeline with multiple animations, split them in the Advanced Import Settings:
.glb file to open Advanced Import SettingsShare animations between characters with different skeletons:
SkeletonProfile resources for standard humanoid mappings| Setting | Description |
|---|---|
| Import | Enable/disable animation import |
| FPS | Bake framerate (30 is standard) |
| Trimming | Remove empty frames at start/end |
| Remove Immutable Tracks | Remove tracks that don't change |
For in-depth audio playback, bus setup, and music management, see the audio-system skill.
| Format | Import As | Use For | Key Settings |
|---|---|---|---|
| WAV | AudioStreamWAV | Short SFX | Loop Mode, Mix Rate |
| OGG | AudioStreamOggVorbis | Music, long SFX | Loop, Loop Offset |
| MP3 | AudioStreamMP3 | Music (fallback) | Loop, BPM |
| Setting | Description | When to Use |
|---|---|---|
| Loop | Enable looping playback | Music, ambient loops |
| Loop Offset | Start position for loop restart | Avoid intro on loop |
| Force Mono | Convert stereo to mono | 3D positional audio |
| BPM | Beats per minute | Rhythm games |
| Beat Count | Total beats in the track | Rhythm sync |
Import tip: Use WAV for short SFX (zero decode latency). Use OGG for music (small file, good quality). Enable Force Mono for any audio used with AudioStreamPlayer3D — stereo doesn't spatialize properly.
| Format | Type | Readable | Use For |
|---|---|---|---|
.tres | Text | Yes | Resources you edit by hand or diff |
.res | Binary | No | Large resources, faster loading |
# Save as text resource
ResourceSaver.save(my_resource, "res://data/item.tres")
# Save as binary resource
ResourceSaver.save(my_resource, "res://data/item.res")
# Load (either format)
var resource: Resource = load("res://data/item.tres")ResourceSaver.Save(myResource, "res://data/item.tres");
ResourceSaver.Save(myResource, "res://data/item.res");
var resource = GD.Load<Resource>("res://data/item.tres");.tres — Custom resources you create and edit (item data, config, skill definitions). Version control friendly..res — Generated or large binary data (baked lightmaps, navigation meshes, large meshes). Faster to load..tscn — Text scene files (always use text for scenes — diffable in VCS).scn — Binary scene files (rare — only for very large scenes where load time matters)Load large resources without freezing the game with the ResourceLoader.load_threaded_request() / load_threaded_get_status() / load_threaded_get() pattern. Full loading-screen recipe (GDScript + C#): references/runtime-resource-loading.md.
| Symptom | Cause | Fix |
|---|---|---|
| Texture looks blurry | Filter is set to Linear for pixel art | Set Default Texture Filter to Nearest in Project Settings |
| Dark outlines on transparent sprites | Alpha border not fixed on import | Enable "Fix Alpha Border" in Import dock |
| 3D model has no collisions | No naming suffix in source model | Add -col suffix to mesh names in Blender, or add manually |
| Imported animations missing | "Import Animation" disabled in Import dock | Enable Animation > Import and reimport |
| Texture VRAM too high on mobile | Using Lossless compression for large textures | Switch to VRAM Compressed for textures > 256px |
| 3D textures shimmer at distance | Mipmaps not generated | Enable Mipmaps > Generate in Import dock |
| Audio has pop/click at loop point | Loop offset not set correctly | Adjust Loop Offset in Import dock; add fade in audio editor |
| Scene file is enormous | Using binary .scn instead of .tscn | Save scenes as .tscn (text) for VCS; use .scn only if needed |
| Import settings lost after reclone | .import files not committed to VCS | Always commit .import files; only .godot/ goes in .gitignore |
| Threaded load freezes game | Checking status every frame with load() | Use ResourceLoader.load_threaded_request/get_status pattern |
⚠️ Changed in Godot 4.7: The font import
hintingdefault changed from1(Light) to3(Light (Except Pixel Fonts)) — pixel-style fonts now auto-disable hinting on import, so their rendering can change after upgrading. Sethintingback to1(Light) in the Import dock per font to keep the 4.6 look. See the 4.7 migration guide.
.gitignore excludes .godot/ but NOT .import filesNearest in Project Settings.glb or .gltf) as the primary import format-col, -convcol) in the 3D authoring tool.tres (text) for version control diffabilityResourceLoader.load_threaded_request().tscn (text format) for version control© 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 1 other file (references) in skills/assets-pipeline of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Assets Pipeline 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 Assets Pipeline this skilljame581/GodotPrompter | 805 | — | ~3.6k | 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 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.
Categories
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. 3 and later, showing GDScript first and C# second.import sidecar files that belong in version control.
Godot Assets Pipeline fits situations like: choosing an image compression mode for sprites, textures or UI icons in Godot; importing a .glb or .gltf scene and tuning its import settings; deciding which import-related files to commit and which to ignore; loading resources at runtime instead of through the editor import.
Run `npx skills add jame581/GodotPrompter --skill assets-pipeline -a claude-code`. Or copy the skill folder (skills/assets-pipeline in jame581/GodotPrompter) into .claude/skills/assets-pipeline in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill assets-pipeline -a codex`. Or copy the skill folder (skills/assets-pipeline in jame581/GodotPrompter) into .agents/skills/assets-pipeline 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 assets-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/assets-pipeline, .gemini/skills/assets-pipeline, .github/skills/assets-pipeline and .opencode/skills/assets-pipeline in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Assets Pipeline is instructions for the agent only. Our summary lists: A Godot 4.3 or later project.
SKILL.md names 2 domains. As links in the text: github.com and docs.godotengine.org. 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 Assets Pipeline is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k 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 581 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Assets Pipeline: 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 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 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.