Headless Build
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
A skill your agent uses when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop
$ npx skills add jame581/GodotPrompter --skill gdextension -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter gdextension --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/gdextension .claude/skills/gdextension && 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 "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .claude/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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/gdextensionType 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 gdextension -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter gdextension --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/gdextension .agents/skills/gdextension && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .agents/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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 gdextension -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter gdextension --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/gdextension .cursor/skills/gdextension && 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 "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .cursor/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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/gdextension--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 gdextension -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter gdextension --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/gdextension .gemini/skills/gdextension && 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 "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .gemini/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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 gdextensionInstalls 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 gdextension -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/gdextension .github/skills/gdextension && 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 "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .github/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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 gdextension -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 gdextension --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/gdextension .opencode/skills/gdextension && 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 "gdextension" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension into .opencode/skills/gdextension/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gdextension", 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.
gdextensionA skill your agent uses when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop
Gdextension is an agent skill from jame581/GodotPrompter. Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop
Its SKILL.md is about 2.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/debugging-native.md` and `references/rust-gdext.md`).
It sits in Game Development, covering Game development. It works with C++, Godot, C# and Rust. 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.
6 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.
Shell commands in SKILL.md call:
gitFrom the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
github.comAlso links to:
docs.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.
Gdextension loads about 2.7k tokens when it runs, and up to ~3.7k if it reads all its reference files. Until then it costs about 36 tokens; SKILL.md has 805 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). 805 words, ~2,711 tokens.
.claude/skills/gdextension/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Run native C++ (or Rust) in Godot as a shared library without recompiling the engine. Use it for performance-critical code, wrapping existing C/C++ libraries, or language bindings.
Related skills: csharp-godot for when C# is enough, gdscript-advanced for GDScript performance idioms first, godot-optimization for profiling before going native, addon-development for distributing the result, export-pipeline for shipping the binaries.
Reach for GDScript or C# for almost all game logic. Choose GDExtension only when you genuinely need it:
Contrast with C++ modules, which are compiled into the engine and therefore require shipping a custom engine binary. GDExtension's key advantage is that it runs against a stock Godot — you distribute just a shared library. It is "more complicated to use than GDScript and C#," so don't reach for it by default.
⚠️ Changed in Godot 4.7: Custom text servers are no longer a GDExtension use case — TextServer GDExtension build support was removed, so a custom
TextServermust be compiled into the engine as a C++ module. See GH-117056.
mkdir gdextension_example && cd gdextension_example
git init
# IMPORTANT: use the godot-cpp branch matching your target engine version (e.g. 4.3),
# not the literal "4.x".
git submodule add -b 4.3 https://github.com/godotengine/godot-cpp
cd godot-cpp && git submodule update --init && cd ..Directory layout:
gdextension_example/
├── project/ # demo project to test the extension
│ └── bin/example.gdextension
├── godot-cpp/ # C++ bindings (submodule)
└── src/
├── register_types.{h,cpp}
└── gdexample.{h,cpp}Build with scons platform=<platform> (omit the platform to target the current one; default build is debug). The official SConstruct is a downloadable file from the C++ tutorial rather than hand-rolled here — follow godot-cpp's build docs. SCons is the official path; godot-cpp also supports CMake.
Godot 4.7+: Upstream's reference GDExtension interface files (e.g.
gdextension_interface.h) now live in the godot-headers repository instead of godot-cpp (GH-115401). godot-cpp consumes them from there, so the submodule workflow above is unchanged — this only matters if you vendor the raw interface headers directly (e.g. for a custom language binding).
Header (gdexample.h):
#pragma once
#include <godot_cpp/classes/sprite2d.hpp>
namespace godot {
class GDExample : public Sprite2D {
GDCLASS(GDExample, Sprite2D)
private:
double time_passed = 0.0;
double amplitude = 10.0;
double speed = 1.0;
protected:
static void _bind_methods();
public:
void _process(double delta) override;
void set_amplitude(double p_amplitude);
double get_amplitude() const;
void set_speed(double p_speed);
double get_speed() const;
};
}Bindings (gdexample.cpp — _bind_methods):
void GDExample::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_amplitude"), &GDExample::get_amplitude);
ClassDB::bind_method(D_METHOD("set_amplitude", "p_amplitude"), &GDExample::set_amplitude);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "amplitude"), "set_amplitude", "get_amplitude");
ClassDB::bind_method(D_METHOD("get_speed"), &GDExample::get_speed);
ClassDB::bind_method(D_METHOD("set_speed", "p_speed"), &GDExample::set_speed);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"),
"set_speed", "get_speed");
ADD_SIGNAL(MethodInfo("position_changed",
PropertyInfo(Variant::OBJECT, "node"),
PropertyInfo(Variant::VECTOR2, "new_pos")));
}The patterns:
GDCLASS(Class, Parent) — first line of every native class body; wires up the type into Godot's ClassDB.ClassDB::bind_method(D_METHOD("name", "arg"), &Class::method) — exposes a method (and names its arguments) so GDScript/C#/the editor can call it.ADD_PROPERTY(PropertyInfo(...), setter, getter) — registers an Inspector property; bind the getter and setter first, then reference them here by name.PROPERTY_HINT_RANGE with "0,20,0.01" turns the Inspector field into a slider (min, max, step).ADD_SIGNAL(MethodInfo("name", PropertyInfo(...), ...)) — declares a signal with typed arguments; emit it from code with emit_signal("position_changed", this, new_pos).⚠️ Changed in Godot 4.7: The GDExtension interface functions
object_cast_toandclassdb_get_class_tagare deprecated in favor ofis_class-based casts. Binding libraries (godot-cpp, gdext) handle this internally — but native code that calls these interface functions directly should migrate its cast paths. See GH-119254.
Entry point (register_types.cpp):
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
GDREGISTER_CLASS(GDExample);
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
}
extern "C" {
GDExtensionBool GDE_EXPORT example_library_init(
GDExtensionInterfaceGetProcAddress p_get_proc_address,
const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}The .gdextension file (project/bin/example.gdextension):
[configuration]
entry_symbol = "example_library_init"
compatibility_minimum = "4.3"
reloadable = true
[libraries]
macos.debug = "res://bin/libgdexample.macos.template_debug.dylib"
macos.release = "res://bin/libgdexample.macos.template_release.dylib"
windows.debug.x86_64 = "res://bin/gdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://bin/gdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"The exported extern "C" symbol name must equal entry_symbol, or the extension won't load. Register classes with GDREGISTER_CLASS, gated on MODULE_INITIALIZATION_LEVEL_SCENE. The [libraries] keys are platform.feature.arch tags; template_debug / template_release distinguish build configs. Optional sections: [icons] (per-node editor icon) and [dependencies] (extra libs copied on export).
Godot 4.7+: The raw GDExtension interface adds refcount-aware construction and registration entry points —
classdb_construct_object3andclassdb_register_extension_class6(GH-118214). Binding libraries built against 4.7 headers use them automatically; they only concern code that calls the interface directly.
Forward-but-not-backward. An extension targeting 4.2 works in 4.3, but one targeting 4.3 will not load in 4.2. Exception: extensions targeting 4.0 do not work in 4.1+.
reloadable = true hot reload works in debug builds only.compatibility_minimum to the lowest engine version you actually support — too low and the extension fails to load at runtime.template_release binaries present, or the native node type simply won't exist at runtime.⚠️ Changed in Godot 4.7:
Object.is_class()changed itsclassparameter type fromStringtoStringNamefor performance. GDScript is unaffected and C# gained a compatibility method, but GDExtension binaries compiled against the old signature rely on the engine's compatibility mapping — rebuild against bindings matching your target version when updating to 4.7. See the 4.7 migration guide.
After building and placing the .gdextension file, the native class appears as a normal node type: bound properties show up in the Inspector (range hints become sliders) and signals appear in the Node dock.
extends Node
func _ready():
var node := GDExample.new()
node.speed = 2.0
node.position_changed.connect(_on_position_changed)
add_child(node)
func _on_position_changed(node, new_pos):
print("%s is now at %s" % [node.get_class(), new_pos])using Godot;
public partial class Demo : Node
{
public override void _Ready()
{
var node = new GDExample(); // The native class is available like any Godot type.
node.Set("speed", 2.0);
node.Connect("position_changed", Callable.From<Node, Vector2>(OnPositionChanged));
AddChild(node);
}
private void OnPositionChanged(Node node, Vector2 newPos)
=> GD.Print($"{node.GetClass()} is now at {newPos}");
}To get a strongly-typed C# wrapper you can ship a C# glue class, but the extension is fully usable via the dynamic Set / Connect / Call API shown above.
Other languages & debugging: Rust (gdext) · Debugging native code
_bind_methods binds every exposed method/property/signalentry_symbol in .gdextension matches the exported extern "C" symbolcompatibility_minimum set to the lowest engine version you support[libraries] has correct paths for every shipped platform/arch (debug + release)template_release binaries© 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 2 other files (references) in skills/gdextension of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Gdextension 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 |
|---|---|---|---|---|---|---|
| Gdextension this skilljame581/GodotPrompter | 805 | — | ~2.7k | Automated safety check: Pass | MIT | |
| Headless BuildRandallLiuXin/GodotMaker | 550 | 1 repos | ~454 | Automated safety check: Pass | Custom licence | |
| Godotericrisco/rsc-harness | 180 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Unityericrisco/rsc-harness | 180 | — | ~4k | Automated safety check: Pass | MIT | |
| Setup Enginepixel-cellar/Claude-Code-Game-Studios | 349 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 |
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
ericrisco/rsc-harness
A skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D…
ericrisco/rsc-harness
A skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants…
pixel-cellar/Claude-Code-Game-Studios
配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
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.
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 building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop. Gdextension is an agent skill from jame581/GodotPrompter.
Gdextension fits situations like: building native extensions for Godot — godot-cpp (C++); binding classes; GDScript/C interop.
Run `npx skills add jame581/GodotPrompter --skill gdextension -a claude-code`. Or copy the skill folder (skills/gdextension in jame581/GodotPrompter) into .claude/skills/gdextension in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill gdextension -a codex`. Or copy the skill folder (skills/gdextension in jame581/GodotPrompter) into .agents/skills/gdextension 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 gdextension -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gdextension, .gemini/skills/gdextension, .github/skills/gdextension and .opencode/skills/gdextension in your project.
Going by SKILL.md and its folder, Gdextension needs the command-line tools its instructions call (git).
SKILL.md names 2 domains. In commands or code: github.com; the agent is likely to contact it when it follows the instructions. As links in the text: 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.
Gdextension is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.7k 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 1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Gdextension: Headless Build (RandallLiuXin/GodotMaker, 550 stars), Godot (ericrisco/rsc-harness, 180 stars), Unity (ericrisco/rsc-harness, 180 stars) and Setup Engine (pixel-cellar/Claude-Code-Game-Studios, 349 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.