Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D.
$ npx skills add jame581/GodotPrompter --skill camera-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter camera-system --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/camera-system .claude/skills/camera-system && 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 "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .claude/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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/camera-systemType 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 camera-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter camera-system --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/camera-system .agents/skills/camera-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .agents/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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 camera-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter camera-system --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/camera-system .cursor/skills/camera-system && 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 "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .cursor/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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/camera-system--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 camera-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter camera-system --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/camera-system .gemini/skills/camera-system && 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 "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .gemini/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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 camera-systemInstalls 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 camera-system -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/camera-system .github/skills/camera-system && 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 "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .github/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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 camera-system -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 camera-system --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/camera-system .opencode/skills/camera-system && 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 "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system into .opencode/skills/camera-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-system", 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.
camera-systemShows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D.
This skill is a worked guide to cameras in Godot 4.3+, with every example written in GDScript first and C# second and avoiding deprecated APIs. It starts with the Camera2D properties that matter, such as built-in position smoothing, drag zones, pixel limits matched to the level bounds, and zoom, then builds a manual follow camera that gives room for look-ahead, offsets and custom easing.
Screen shake uses a trauma value that decays over time, with the offset scaled by the square of the trauma so small hits feel gentle and large ones violent, and the guide shows how another node can trigger it. Reference files go deeper on camera zones, Camera3D patterns, split-screen setups and transitions. The text also points to companion skills for player controllers, tweens, state machines and a Cinemachine-style addon. The excerpt is cut off during the shake section.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Camera Systems loads about 2.8k tokens when it runs, and up to ~7.3k if it reads all its reference files. Until then it costs about 30 tokens; SKILL.md has 510 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). 510 words, ~2,771 tokens.
.claude/skills/camera-system/SKILL.md (or your agent's skills folder). This skill also uses 4 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 first-person camera setup, state-machine for camera state transitions, godot-optimization for camera culling and performance, physics-system for physics interpolation and camera smoothing, 2d-essentials for canvas layers, parallax scrolling, and coordinate conversion, math-essentials for smoothstep and lerp-based interpolation, tween-animation for camera shake and cinematic transitions, phantom-camera for a Cinemachine-style camera addon.
| Property | Type | Description |
|---|---|---|
position_smoothing_enabled | bool | Enables built-in position smoothing (lerp toward target) |
position_smoothing_speed | float | Speed of built-in smoothing (default 5.0) |
drag_horizontal_enabled | bool | Enables a horizontal drag zone; camera only moves when target exits zone |
drag_vertical_enabled | bool | Enables a vertical drag zone |
limit_left | int | Left pixel boundary — camera will not scroll past this |
limit_right | int | Right pixel boundary |
limit_top | int | Top pixel boundary |
limit_bottom | int | Bottom pixel boundary |
zoom | Vector2 | Zoom level; Vector2(2, 2) = 2× zoom in, Vector2(0.5, 0.5) = zoom out |
Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.
A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.
extends Camera2D
## Target node to follow (assign in Inspector or via code)
@export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier)
@export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction
@export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes
@export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO
var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void:
# Disable built-in smoothing — we handle it manually
position_smoothing_enabled = false
if target:
_previous_target_pos = target.global_position
global_position = target.global_position
func _process(delta: float) -> void:
if not target:
return
# Compute movement direction from last frame
var move_delta: Vector2 = target.global_position - _previous_target_pos
_previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction
var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO
_look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead
var desired_pos: Vector2 = target.global_position + _look_ahead_offset
global_position = global_position.lerp(desired_pos, follow_speed * delta)using Godot;
public partial class SmoothFollowCamera : Camera2D
{
[Export] public Node2D Target { get; set; }
[Export] public float FollowSpeed { get; set; } = 8.0f;
[Export] public float LookAheadDistance { get; set; } = 80.0f;
[Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero;
private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready()
{
PositionSmoothingEnabled = false;
if (Target != null)
{
_previousTargetPos = Target.GlobalPosition;
GlobalPosition = Target.GlobalPosition;
}
}
public override void _Process(double delta)
{
if (Target == null)
return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos;
_previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f
? moveDelta.Normalized() * LookAheadDistance
: Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset;
GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt);
}
}A trauma-based system produces more natural-looking shake than a simple sine wave. High trauma = violent shake; trauma decays over time; offset scales with trauma^2 so small trauma values feel subtle.
extends Camera2D
## Maximum pixel offset during maximum trauma
@export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma
@export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range)
@export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake
var _noise: FastNoiseLite
var _noise_time: float = 0.0
@export var use_noise: bool = true
@export var noise_speed: float = 60.0
func _ready() -> void:
_noise = FastNoiseLite.new()
_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
_noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack)
func add_trauma(amount: float) -> void:
_trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void:
if _trauma <= 0.0:
offset = Vector2.ZERO
rotation = 0.0
return
# Decay trauma over time
_trauma = maxf(_trauma - decay_rate * delta, 0.0)
_noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise:
offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0)
offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time)
rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time)
else:
offset.x = max_offset.x * shake * randf_range(-1.0, 1.0)
offset.y = max_offset.y * shake * randf_range(-1.0, 1.0)
rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0)Triggering shake from another node:
# Any node that can reach the camera
func on_explosion() -> void:
var cam := get_viewport().get_camera_2d() as ScreenShakeCamera
if cam:
cam.add_trauma(0.6)using Godot;
public partial class ScreenShakeCamera : Camera2D
{
[Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f);
[Export] public float MaxRoll { get; set; } = 3.0f;
[Export] public float DecayRate { get; set; } = 1.5f;
[Export] public bool UseNoise { get; set; } = true;
[Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f;
private float _noiseTime = 0f;
private FastNoiseLite _noise;
public override void _Ready()
{
_noise = new FastNoiseLite();
_noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex;
_noise.Seed = (int)GD.Randi();
}
public void AddTrauma(float amount)
{
_trauma = Mathf.Min(_trauma + amount, 1.0f);
}
public override void _Process(double delta)
{
if (_trauma <= 0f)
{
Offset = Vector2.Zero;
Rotation = 0f;
return;
}
float dt = (float)delta;
_trauma = Mathf.Max(_trauma - DecayRate * dt, 0f);
_noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise)
{
Offset = new Vector2(
MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f),
MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime)
);
Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime);
}
else
{
Offset = new Vector2(
MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0),
MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0)
);
Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0);
}
}
}For room-based games (metroidvanias, top-down dungeons): an Area2D per room with a script that, on body_entered, tweens the active Camera2D's limit_left / limit_right / limit_top / limit_bottom to the room's bounds. Smooth transitions when the player crosses room boundaries.
See references/camera-zones.md for the full GDScript + C# CameraZone implementation.
Three canonical 3D camera setups: third-person follow with SpringArm3D (handles wall collision), orbit camera with mouse-drag rotation, first-person with mouse-look-from-camera.
See references/camera3d-patterns.md for full GDScript implementations of each pattern.
Async camera transitions via Tween + await ToSignal. The pattern: tween the next camera's position/zoom from the current camera's, then call make_current() on the next camera. Works for both 2D and 3D.
See references/transitions.md for the full
CameraTransitionManagerimplementation (2D and 3D).
Render multiple cameras to separate SubViewports, then arrange SubViewportContainers in a layout (HBoxContainer, VBoxContainer, or GridContainer). Each player's camera is set as current for its viewport.
See references/split-screen.md for the SubViewport scene-tree setup and a 2-player split-screen example.
Camera2D limits match level/tilemap bounds so no out-of-world edges are visible_process (visual interpolation), not _physics_processoffset and rotation to zero when _trauma reaches 0.0add_trauma() clamps to 1.0; it does not exceed maximum shakeArea2D collision layers are set so only the player triggers themSpringArm3D collision mask includes all environment layers for wall avoidancemake_current()SubViewport sizes are updated on window resize (get_tree().root.size_changed signal)SubViewport has audio_listener_enable_2d or audio_listener_enable_3d set to true© 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 4 other files (references) in skills/camera-system of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Camera Systems 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 Camera Systems this skilljame581/GodotPrompter | 792 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot 3D World Buildingthedivergentai/GD-Agentic-Skills | 803 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 631 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
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.
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
Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D. 3+, with every example written in GDScript first and C# second and avoiding deprecated APIs. It starts with the Camera2D properties that matter, such as built-in position smoothing, drag zones, pixel limits matched to the level bounds, and zoom, then builds a manual follow camera that gives room for look-ahead, offsets and custom easing.
Godot Camera Systems fits situations like: adding a smooth-follow camera with level limits to a 2D platformer; implementing screen shake for explosions, hits or landings; setting up camera zones or room-to-room transitions; building a Camera3D rig or a split-screen view in Godot.
Run `npx skills add jame581/GodotPrompter --skill camera-system -a claude-code`. Or copy the skill folder (skills/camera-system in jame581/GodotPrompter) into .claude/skills/camera-system in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill camera-system -a codex`. Or copy the skill folder (skills/camera-system in jame581/GodotPrompter) into .agents/skills/camera-system 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 camera-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/camera-system, .gemini/skills/camera-system, .github/skills/camera-system and .opencode/skills/camera-system in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Camera Systems is instructions for the agent only. Our summary lists: Godot 4.3 or newer.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot Camera Systems is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.8k tokens (SKILL.md is roughly 11k 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 4.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Camera Systems: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 631 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 803 stars) and Godot Admob Banner (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.
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.