Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
$ npx skills add jame581/GodotPrompter --skill godot-brainstorming -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter godot-brainstorming --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/godot-brainstorming .claude/skills/godot-brainstorming && 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 "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .claude/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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/godot-brainstormingType 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 godot-brainstorming -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter godot-brainstorming --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/godot-brainstorming .agents/skills/godot-brainstorming && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .agents/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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 godot-brainstorming -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter godot-brainstorming --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/godot-brainstorming .cursor/skills/godot-brainstorming && 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 "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .cursor/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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/godot-brainstorming--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 godot-brainstorming -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter godot-brainstorming --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/godot-brainstorming .gemini/skills/godot-brainstorming && 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 "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .gemini/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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 godot-brainstormingInstalls 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 godot-brainstorming -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/godot-brainstorming .github/skills/godot-brainstorming && 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 "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .github/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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 godot-brainstorming -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 godot-brainstorming --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/godot-brainstorming .opencode/skills/godot-brainstorming && 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 "godot-brainstorming" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-brainstorming into .opencode/skills/godot-brainstorming/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-brainstorming", 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.
godot-brainstormingA skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Godot Brainstorming is an agent skill from jame581/GodotPrompter. Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/example-chest.md` and `references/node-selection.md`).
It sits in Game Development, covering Game development and Brainstorming. It works with Godot. 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.
4 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.
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 Brainstorming loads about 3.2k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 37 tokens; SKILL.md has 1,657 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). 1,657 words, ~3,205 tokens.
.claude/skills/godot-brainstorming/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.
Related skills: godot-grill for settling open design decisions first, scene-organization for scene tree composition patterns, component-system for component-based architecture, event-bus for signal-based communication design.
Do NOT jump straight to designing. Follow these steps:
If the request has open design decisions (scope, dimension, authority, data home, …), invoke godot-prompter:godot-grill and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.
With the decisions settled, propose architectural options with trade-offs. For example:
Present the design section by section (scene tree, signal map, data flow). Ask "does this look right?" after each section before continuing.
After the design is approved:
Offer the agent instructions section — Ask whether to add the GodotPrompter integration section to the file this project already uses for agent instructions (see Agent Instructions Injection below). It is what tells subagents and future sessions to use GodotPrompter skills. Skip silently if a ## GodotPrompter section already exists in any of them, or if the user has declined before. Never add it without agreement.
Create implementation plan — If a planning skill is available (e.g., superpowers:writing-plans), use it; if not, break the design into ordered tasks yourself. Either way the project decides where the plan is saved: the user's instructions or the project's agent instructions file; then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask.
Annotate each task with skills — Every task in the plan that involves a Godot system MUST list which godot-prompter:* skill(s) to invoke during implementation. Example:
godot-prompter:player-controller, godot-prompter:input-handlingThis ensures that even when another plugin executes the plan, the implementing agent knows which GodotPrompter skills to load.
Start here whenever you are:
If you already know exactly what nodes you need and how they connect, skip this skill and build. Use it when uncertainty is slowing you down.
Sketch the scene tree on paper (or in a comment block) before opening the Godot editor. The goal is to answer three questions for every node:
.tscn files (reuse candidates).Step 1 — Name and root type
A Chest is a world object the player walks up to and opens. It is not a physics body; it does not move. Root: StaticBody2D or Node2D.
Step 2 — Responsibility groups
Step 3 — Assign node types
Chest (StaticBody2D)
├── Sprite2D # closed/open frame, or swap texture on open
├── AnimationPlayer # open animation
├── CollisionShape2D # physical body shape (blocks player)
├── InteractionArea (Area2D) # detect when player is close enough
│ └── CollisionShape2D # slightly larger than body shape
├── PromptLabel (Label3D or Label) # "Press F to open"
└── LootTable (Node) # holds @export var items: Array[ItemData]Step 4 — Signal map
| Signal | Emitted by | Connected to | Purpose |
|---|---|---|---|
body_entered(body) | InteractionArea | Chest._on_area_body_entered | Show prompt when player enters range |
body_exited(body) | InteractionArea | Chest._on_area_body_exited | Hide prompt when player leaves |
opened(loot: Array[ItemData]) | Chest | InventorySystem or EventBus | Deliver loot to whoever owns the inventory |
animation_finished(name) | AnimationPlayer | Chest._on_animation_finished | Lock chest after open animation completes |
Step 5 — Reuse candidates
LootTable is likely reused by barrels, enemies, and shop crates — extract it as a separate .tscn component.
For the resulting GDScript and C# Chest sketches, plus the four-part design entry (Scene Tree, Node Responsibilities, Signal Map, Data Flow) used to document this design, see references/example-chest.md.
Two lookups belong here but are pure recall — load them only when the answer is not already obvious:
CharacterBody vs RigidBody vs StaticBody vs Area, UI vs world-space labels, particles, cameras, spawn markers.Two Godot 4.3+ specifics are easy to get wrong and worth stating up front: tile-based levels use TileMapLayer (one layer per node — TileMap is deprecated), and blend-tree locomotion needs an AnimationTree paired with an AnimationPlayer, not an AnimationPlayer alone.
Full need-to-node table, the 2D/3D decision criteria, and 2.5D hybrid techniques: references/node-selection.md
Work through this checklist before creating your first node.
.tscn scene with a clean @export interface| If you need... | Consider... | Why |
|---|---|---|
| Global state accessible anywhere | Autoload (singleton) | Registered in Project Settings; available as a named global |
| Data shared between multiple scenes | Resource (.tres / .res) | Saved as an asset; @export-able; survives scene reloads |
| Reusable behavior across entity types | Component scene | Instantiate as a child; each entity opts in by including the scene |
| Complex entity behavior with many states | State machine | Explicit enter/exit per state; prevents if-chain sprawl |
| Events between systems that don't share a parent | EventBus Autoload | Decouples sender and receiver; any node can connect |
| Data that must persist across sessions | Save system with JSON or binary | Serialize Resource or Dictionary; load on _ready |
| Configurable game data (stats, items, levels) | Resource with @export fields | Edit values in the Inspector; no code change required |
| Spawning scenes at runtime | PackedScene + instantiate() | Store @export var scene: PackedScene; call scene.instantiate() |
| Running code on a delay or interval | Timer node | Cleaner than _process frame counters; supports one-shot and loop |
| Gradual transitions (fade, lerp, tween) | Tween | create_tween() is built-in; no extra node required in Godot 4 |
Capture your design in a comment block at the top of the root script, or in a DESIGN.md file next to the scene. A complete design entry has four parts: a scene tree ASCII diagram, a node responsibilities table, a signal map (signal → source → consumer → payload), and a data flow trace showing how a triggering event propagates through the tree.
See references/example-chest.md for a fully worked four-part entry built around the Chest interactable.
.tscn filesWhen preparing for implementation (Step 4), add the following section to the file this project uses for agent instructions. Check for an existing ## GodotPrompter heading in all of CLAUDE.md, CLAUDE.local.md, .claude/CLAUDE.md, AGENTS.md, GEMINI.md, .github/copilot-instructions.md, and the .claude/rules/ and .cursor/rules/ directories — if it is present anywhere, skip.
A previous refusal counts as an answer. The SessionStart hook records one as "section_offer": "declined" in this project's ~/.godot-prompter/state/<hash>.json (godot-prompter:godot-mentor documents the file and how the hash is computed) — if that key is set, do not ask again. Record a refusal there yourself, merged into any existing keys, when the user declines here.
Write it to the file the project already maintains, not to a second one:
CLAUDE.md exists → add it there.AGENTS.md or GEMINI.md exists → add it there, so the repo stays agent-agnostic. Claude Code reads CLAUDE.md only, so if the user wants it loaded there too, a one-line CLAUDE.md containing @AGENTS.md does that — offer it, do not assume it.CLAUDE.md with a project overview header and this section.GodotPrompter
This is a Godot project with GodotPrompter skills available. Before implementing any game system, you MUST check for a matching
godot-prompter:*skill and invoke it. This applies to all agents, subagents, and sessions working in this repository.Key skills:
player-controller,state-machine,event-bus,scene-organization,component-system,resource-pattern,godot-ui,hud-system,ai-navigation,camera-system,audio-system,save-load,inventory-system,godot-testing.For the full skill list, invoke
godot-prompter:using-godot-prompter.
© 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/godot-brainstorming of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Brainstorming 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 Brainstorming this skilljame581/GodotPrompter | 805 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
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.
Works with
Categories
A skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions. Godot Brainstorming is an agent skill from jame581/GodotPrompter.
Godot Brainstorming fits situations like: designing a new Godot feature; system — guides scene tree planning; Node type selection; architectural decisions.
Run `npx skills add jame581/GodotPrompter --skill godot-brainstorming -a claude-code`. Or copy the skill folder (skills/godot-brainstorming in jame581/GodotPrompter) into .claude/skills/godot-brainstorming in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill godot-brainstorming -a codex`. Or copy the skill folder (skills/godot-brainstorming in jame581/GodotPrompter) into .agents/skills/godot-brainstorming 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 godot-brainstorming -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-brainstorming, .gemini/skills/godot-brainstorming, .github/skills/godot-brainstorming and .opencode/skills/godot-brainstorming in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Brainstorming is instructions for the agent only.
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 Brainstorming is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.2k tokens (SKILL.md is roughly 13k 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 2.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Brainstorming: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 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.