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.
A skill your agent uses when implementing decoupled communication between nodes — global EventBus autoload with typed signals
$ npx skills add jame581/GodotPrompter --skill event-bus -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter event-bus --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/event-bus .claude/skills/event-bus && 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 "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .claude/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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/event-busType 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 event-bus -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter event-bus --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/event-bus .agents/skills/event-bus && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .agents/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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 event-bus -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter event-bus --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/event-bus .cursor/skills/event-bus && 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 "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .cursor/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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/event-bus--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 event-bus -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter event-bus --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/event-bus .gemini/skills/event-bus && 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 "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .gemini/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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 event-busInstalls 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 event-bus -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/event-bus .github/skills/event-bus && 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 "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .github/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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 event-bus -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 event-bus --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/event-bus .opencode/skills/event-bus && 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 "event-bus" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/event-bus into .opencode/skills/event-bus/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "event-bus", 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.
event-busA skill your agent uses when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Event Bus is an agent skill from jame581/GodotPrompter. Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/anti-patterns.md`, `references/testing.md` and `references/typed-signals.md`).
It sits in Game Development, covering Event-driven systems and Game development. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
9 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.
Event Bus loads about 2.8k tokens when it runs, and up to ~6.4k if it reads all its reference files. Until then it costs about 29 tokens; SKILL.md has 609 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). 609 words, ~2,797 tokens.
.claude/skills/event-bus/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: component-system for direct signal communication between components, csharp-signals for C#-specific signal patterns, dependency-injection for alternative decoupling approaches, ability-system for an EventBus usage example with ability events.
An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.
Without EventBus With EventBus
────────────── ──────────────────────────
NodeA ──signal──► NodeB NodeA ──emit──► EventBus ──signal──► NodeB
──signal──► NodeC
──signal──► NodeDFlow diagram
┌─────────┐ emit(player_died) ┌───────────┐ player_died ┌──────────┐
│ NodeA │ ────────────────────► │ EventBus │ ───────────────► │ NodeB │
│(Player) │ │(Autoload) │ │ (UI) │
└─────────┘ └───────────┘ ───────────────► └──────────┘
player_died ┌──────────┐
│ NodeC │
│(AudioMgr)│
└──────────┘NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.
| Scenario | Recommended approach |
|---|---|
| Parent notifying its own child | Direct signal or method call |
| Child notifying its parent | Direct signal (bubble up) |
| Two nodes with the same parent | Direct signal via parent |
| Completely unrelated nodes in the tree | Event bus |
| UI reacting to gameplay state changes | Event bus |
| Audio manager reacting to game events | Event bus |
| Data manager / save system reacting | Event bus |
| Tight, performance-sensitive inner loop | Direct method call |
Rule of thumb: if you would otherwise need get_node("../../SomeDistantNode") or a hard-coded NodePath, the event bus is a better fit.
Create res://autoloads/event_bus.gd (or EventBus.cs), then register it in Project → Project Settings → Globals → Autoload with the name EventBus.
autoloads/event_bus.gd)extends Node
## Emitted when the player character has died.
signal player_died
## Emitted whenever the score changes.
signal score_changed(new_score: int)
## Emitted when a level finishes successfully.
signal level_completed(level_id: int)
## Emitted when the player picks up a collectible.
signal item_collected(item_name: String)
## Emitted when the player's health changes.
signal health_changed(current: int, maximum: int)Autoloads/EventBus.cs)using Godot;
/// <summary>
/// Global signal hub. Register as an autoload named "EventBus".
/// </summary>
public partial class EventBus : Node
{
/// <summary>Emitted when the player character has died.</summary>
[Signal] public delegate void PlayerDiedEventHandler();
/// <summary>Emitted whenever the score changes.</summary>
[Signal] public delegate void ScoreChangedEventHandler(int newScore);
/// <summary>Emitted when a level finishes successfully.</summary>
[Signal] public delegate void LevelCompletedEventHandler(int levelId);
/// <summary>Emitted when the player picks up a collectible.</summary>
[Signal] public delegate void ItemCollectedEventHandler(string itemName);
/// <summary>Emitted when the player's health changes.</summary>
[Signal] public delegate void HealthChangedEventHandler(int current, int maximum);
}Consumers connect in _ready(). In C#, always disconnect in _ExitTree() to avoid dangling delegates and memory leaks.
extends CanvasLayer
# GDScript connections are reference-counted and cleaned up automatically
# when the node is freed, but explicit disconnection is still good practice
# for long-lived nodes that reconnect frequently.
func _ready() -> void:
EventBus.player_died.connect(_on_player_died)
EventBus.score_changed.connect(_on_score_changed)
EventBus.health_changed.connect(_on_health_changed)
func _exit_tree() -> void:
EventBus.player_died.disconnect(_on_player_died)
EventBus.score_changed.disconnect(_on_score_changed)
EventBus.health_changed.disconnect(_on_health_changed)
func _on_player_died() -> void:
$DeathScreen.show()
func _on_score_changed(new_score: int) -> void:
$ScoreLabel.text = "Score: %d" % new_score
func _on_health_changed(current: int, maximum: int) -> void:
$HealthBar.value = float(current) / float(maximum) * 100.0using Godot;
public partial class HudLayer : CanvasLayer
{
private EventBus _eventBus;
public override void _Ready()
{
_eventBus = GetNode<EventBus>("/root/EventBus");
// Connect using strongly-typed delegate handlers
_eventBus.PlayerDied += OnPlayerDied;
_eventBus.ScoreChanged += OnScoreChanged;
_eventBus.HealthChanged += OnHealthChanged;
}
// IMPORTANT: Always disconnect in _ExitTree() in C#.
// C# delegates are not automatically cleaned up when a node is freed.
// Failing to disconnect causes the EventBus to hold a reference to the
// freed node, leading to memory leaks and InvalidOperationExceptions.
public override void _ExitTree()
{
_eventBus.PlayerDied -= OnPlayerDied;
_eventBus.ScoreChanged -= OnScoreChanged;
_eventBus.HealthChanged -= OnHealthChanged;
}
private void OnPlayerDied()
{
GetNode<Control>("DeathScreen").Show();
}
private void OnScoreChanged(int newScore)
{
GetNode<Label>("ScoreLabel").Text = $"Score: {newScore}";
}
private void OnHealthChanged(int current, int maximum)
{
GetNode<ProgressBar>("HealthBar").Value = (double)current / maximum * 100.0;
}
}Producers call EventBus.<signal_name>.emit(...) (GDScript) or EmitSignal(SignalName.*) (C#). The producer does not know which nodes are listening.
extends CharacterBody2D
@export var max_health: int = 100
var current_health: int = max_health
var score: int = 0
func take_damage(amount: int) -> void:
current_health = clampi(current_health - amount, 0, max_health)
EventBus.health_changed.emit(current_health, max_health)
if current_health == 0:
EventBus.player_died.emit()
func add_score(points: int) -> void:
score += points
EventBus.score_changed.emit(score)
func collect_item(item_name: String) -> void:
EventBus.item_collected.emit(item_name)
func complete_level(level_id: int) -> void:
EventBus.level_completed.emit(level_id)using Godot;
public partial class Player : CharacterBody2D
{
[Export] public int MaxHealth { get; set; } = 100;
private int _currentHealth;
private int _score;
private EventBus _eventBus;
public override void _Ready()
{
_currentHealth = MaxHealth;
_eventBus = GetNode<EventBus>("/root/EventBus");
}
public void TakeDamage(int amount)
{
_currentHealth = Mathf.Clamp(_currentHealth - amount, 0, MaxHealth);
_eventBus.EmitSignal(EventBus.SignalName.HealthChanged, _currentHealth, MaxHealth);
if (_currentHealth == 0)
_eventBus.EmitSignal(EventBus.SignalName.PlayerDied);
}
public void AddScore(int points)
{
_score += points;
_eventBus.EmitSignal(EventBus.SignalName.ScoreChanged, _score);
}
public void CollectItem(string itemName)
{
_eventBus.EmitSignal(EventBus.SignalName.ItemCollected, itemName);
}
public void CompleteLevel(int levelId)
{
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelId);
}
}Type every signal parameter. An untyped bus degrades into "what shape is this payload?" archaeology at every call site, and typos in parameter counts only surface at runtime. For anything richer than two or three primitives, pass a small Resource or a class_name'd data object rather than growing the parameter list.
Typed signal declarations, payload-object patterns, and the C# [Signal] delegate equivalents: references/typed-signals.md
Four recurring failures: routing everything through the bus when a parent could just reach its own child (over-decoupling); handlers whose side effects emit further signals, so tracing one event means reading every handler; circular chains, where a listener re-emits the signal it just received and loops forever; and connecting without disconnecting in C#, which leaks the handler for the bus's lifetime.
Each anti-pattern with the failing code, why it hurts, and the fix, in GDScript and C#: references/anti-patterns.md
Use GUT to verify both producer-side emission (watch_signals(event_bus) then assert_signal_emitted_with_parameters(...)) and consumer-side reactions (emit on the bus, then assert on the consumer's state). Always test against the real autoload EventBus retrieved via get_tree().root.get_node("EventBus"), not a fresh instance.
See references/testing.md for full producer-side and consumer-side test files plus a GUT-helper reference table.
EventBus autoload is registered in Project → Project Settings → Globals → Autoloadsignal foo(bar: int)) — no untyped signals_ready() and disconnects in _exit_tree() (mandatory in C#)EventBus, not by calling consumer methods directlyResource subclass, not a raw Dictionary_ExitTree() before merging© 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 3 other files (references) in skills/event-bus of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Event Bus 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 |
|---|---|---|---|---|---|---|
| Event Bus this skilljame581/GodotPrompter | 805 | — | ~2.8k | 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
A skill your agent uses when implementing decoupled communication between nodes — global EventBus autoload with typed signals. Event Bus is an agent skill from jame581/GodotPrompter.
Event Bus fits situations like: implementing decoupled communication between nodes — global EventBus autoload with typed signals; tasks that involve Event-driven systems; tasks that involve Game development.
Run `npx skills add jame581/GodotPrompter --skill event-bus -a claude-code`. Or copy the skill folder (skills/event-bus in jame581/GodotPrompter) into .claude/skills/event-bus in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill event-bus -a codex`. Or copy the skill folder (skills/event-bus in jame581/GodotPrompter) into .agents/skills/event-bus 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 event-bus -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/event-bus, .gemini/skills/event-bus, .github/skills/event-bus and .opencode/skills/event-bus in your project.
SKILL.md names no scripts, command-line tools or credentials: Event Bus is instructions for the agent only.
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.
Event Bus 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 3.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Event Bus: 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.