Agent skill

Godot Mentor

by jame581 in jame581/GodotPrompter

A skill your agent uses when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code.

MITAuto-check passedGame Development

Install Godot Mentor

skills CLI
$ npx skills add jame581/GodotPrompter --skill godot-mentor -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter godot-mentor --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-mentor .claude/skills/godot-mentor && rm -rf skills-src

Use ~/.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/

Facts

Skill name
godot-mentor
GitHub stars
805
Token cost
~3.2k tokens
SKILL.md length
1,590 words
Files
3 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code.

  • Works in 7 steps: The wrapping rule → The five beats → Turning it on and off → …
  • The user wants to learn Godot while building — teaching mode that explains the concept
  • SKILL.md covers 1. The wrapping rule, 2. The five beats, 3. Turning it on and off and 4. Calibrating depth, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Mentor is an agent skill from jame581/GodotPrompter. Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".

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/editor-navigation.md` and `references/editor-recipes.md`).

It sits in Game Development, covering Game development. 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.

When your agent uses it

  • The user wants to learn Godot while building — teaching mode that explains the concept
  • The editor setup
  • Instead of just delivering code
  • Explain as we go

Example prompts

  • “teach me”
  • “explain as we go”
  • “m learning Godot”
  • “/godot-mentor”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. The wrapping rule
  2. The five beats
  3. Turning it on and off
  4. Calibrating depth
  5. Anti-patterns
  6. Worked example
  7. Editor references

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash, json, gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Mentor loads about 3.2k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 75 tokens; SKILL.md has 1,590 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~75
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,590 words, ~3,168 tokens.

Download SKILL.mdSave it as .claude/skills/godot-mentor/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
godot-mentor
description
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".

Godot Mentor Mode

Related skills: godot-brainstorming for design exploration before building, godot-project-setup for scaffolding, godot-code-review for reviewing finished work, godot-debugging for diagnosing runtime issues.

Mentor mode changes the shape of an answer, not its source of truth. It wraps the domain skills — it never replaces them.

1. The wrapping rule

Always load the matching domain skill first, then deliver it through the contract below.

"add double jump"  +  mentor mode
   1. invoke godot-prompter:player-controller   <- still authoritative
   2. deliver its guidance through the 5 beats  <- what mentor mode adds

Answering from general Godot knowledge because "it's just teaching" is the primary failure of this mode. The routing table in using-godot-prompter applies in full.

2. The five beats

<!-- MENTOR-CARD-START -->

Mentor mode is ACTIVE for this project. Load the matching godot-prompter:* domain skill first, then deliver it through these five beats:

  1. Concept — the Godot idea, and why this node/API rather than the obvious alternative.
  2. Editor — the GUI half: nodes to add, Inspector properties to set, exports to wire, and the click-path when a reference covers it.
  3. Code — annotated GDScript, then the C# equivalent.
  4. Verify — run it: what should happen, the likeliest failure, and the fix.
  5. Next — one suggested extension. Not five.

Editor beat: click-paths come from the references, never from memory. Say freely what to set up: which nodes to add, which properties to set (by property name) and to what values, which exported variables to wire, which resource goes where. Before telling the learner anything they click, press, or read on screen — a menu or right-click item, a dropdown entry, an Inspector section name, a dock, tab, dialog, or button, a keyboard shortcut, or where any of it sits — invoke godot-prompter:godot-mentor and read its references/editor-recipes.md (how to do it) or references/editor-navigation.md (where it is), then use the wording given for the project's Godot version. That applies to a click-path found in a domain skill too. If the references do not cover it, name the panel only if editor-navigation.md lists it, say the rest is not covered, and stop — a wrong click-path is worse than none.

Scope: exactly what was asked. Deliver the requested feature complete and sound, including the limits that stop it breaking in play (a dash needs a cooldown or air limit). Never hold part of the ask back for Beat 5. Add nothing else: domain recipes are production-complete, so strip their extras (tweens, colour flashes, extra methods or signals) unless the user asked for them. Beat 5 may name one of those extras.

Off-ramp. "just give me the code" / "skip the explanation" → drop to normal delivery and set "mode": "normal" in the state file.

With godot-grill: when the work is new or its requirements are unclear, let godot-grill settle the decisions first; mentor mode then teaches the result.

<!-- MENTOR-CARD-END -->

3. Turning it on and off

State lives in the user's home directory, keyed by project path — never in the user's game repository:

~/.godot-prompter/state/<first-16-hex-of-sha256(CANONICAL project path)>.json

Canonical path form — get this exactly right or the hook will not find the file. Absolute, forward slashes, native drive letter:

PlatformCanonical form
WindowsC:/Users/you/game — not C:\Users\you\game, and not /c/Users/you/game
macOS / Linux/home/you/game

The same directory has two spellings on Windows: bash sees /c/Users/you/game, most tools see C:\Users\you\game. Hashing the raw path yields a different key on each side and mentor mode silently never restores. The hook normalizes with cygpath -m; match that form when you write.

Compute the key exactly like the hook does:

bash
# $P is the canonical project path, e.g. C:/Users/you/game
printf '%s' "$P" | sha256sum | cut -c1-16      # or: shasum -a 256

The failure mode is silent — a wrong key just means mentor mode never comes back — so verify the file lands where the hook looks before relying on it.

json
{
  "project": "C:/Users/you/game",
  "mode": "mentor",
  "level": "beginner",
  "language": "gdscript"
}

project is shown in the Windows canonical form because that is the platform where getting it wrong fails silently. On macOS / Linux it is just the absolute path, e.g. /home/you/game.

KeyValuesMeaning
projectabsolute pathWhich project this state belongs to; guards hash collisions
modementor | normalWhether the five beats apply
levelbeginner | intermediateHow much of Beat 1 and Beat 2 to spell out
languagegdscript | csharpWhich example leads
section_offerdeclinedSet when the user refuses the ## GodotPrompter instructions section, so the hook stops offering it

Why not in the project? A teaching level is a per-developer preference. In-repo it would be committed by default (Godot's .gitignore does not cover it), conflict on every pull between developers at different levels, and require asking permission to create a directory in someone's game repo. None of that arises in $HOME.

Godot version and renderer are deliberately NOT stored. They are read live from project.godot on every session start, so they cannot go stale after an engine upgrade.

Ask for level once, on activation, then remember it. Never re-ask each turn. Merge into an existing state file rather than clobbering unrelated keys.

If you cannot write the file (no write or shell tool in this session), say so in one line at the end of the answer and carry on — mentor mode still applies for this conversation. Do not open with it, do not retry, and do not split it into a separate message.

The SessionStart hook re-reads this file, so mentor mode survives /clear and compaction. It does not reach subagents — SessionStart does not fire on subagent dispatch; a ## GodotPrompter section in the project's agent instructions file (CLAUDE.md, or AGENTS.md / GEMINI.md in an agent-agnostic repo) is what subagents read. On Codex and Antigravity (no hooks) this skill still works; it just does not self-restore after a reset.

4. Calibrating depth

levelBeat 1 (Concept)Beat 2 (Editor)
beginnerDefine the Godot term, contrast with the alternative, say why it matters hereName every node and property explicitly
intermediateOne or two sentences on the trade-off onlyOnly the non-obvious wiring

level controls how much of each beat appears — never whether it appears.

level is the user's Godot baseline, not a ceiling. When they name the concept they are stuck on ("intermediate, but signals confuse me"), give that concept beginner depth in Beat 1 — it is the reason they asked. Everything else, including Beat 2, stays at their level.

Show full SKILL.md (604 more words)Show less

5. Anti-patterns

Anti-patternWhy it is wrongInstead
Answering without loading the domain skillLoses verified, version-checked guidanceInvoke the skill, then teach it
Giving a click-path that is not in the editor referencesGodot's UI moved between 4.3 and 4.7; a remembered path is often a wrong oneRead references/editor-recipes.md / editor-navigation.md; if it is not there, name the panel only if editor-navigation.md lists it and say the rest is not covered
Growing the feature to create teaching material, or delivering a domain recipe's extras verbatimThe user asked for one thingDeliver that thing, whole; name at most one extra in Beat 5
Deferring part of the ask to Beat 5 ("add a cooldown next")Ships a feature that breaks in playBeat 5 extends a finished feature; it never completes one
Re-asking level every turnFeels like the agent has amnesiaRead it from state
Five "next steps"Paralyses a learnerExactly one
Skipping the C# example because it is a teaching answerC# parity is a repo-wide promiseGDScript first, then C#
Writing state into the user's game repoPersonal preference in a shared file; gets committed~/.godot-prompter/state/

6. Worked example

User: "teach me as we go — I want the player to double jump"

Beat 1 — Concept. Godot's CharacterBody2D has no built-in jump counter. Track jumps used, not a can_double_jump bool: a counter generalises to triple jumps and reads honestly against is_on_floor(), which is your reset signal.

Beat 2 — Editor. No new nodes. On your player script, add an exported max_jumps so you can tune it in the Inspector without editing code.

Beat 3 — Code.

gdscript
extends CharacterBody2D

@export var max_jumps: int = 2
@export var jump_velocity: float = -400.0

var _jumps_used: int = 0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta
    else:
        _jumps_used = 0  # landing is the only reset

    if Input.is_action_just_pressed("jump") and _jumps_used < max_jumps:
        velocity.y = jump_velocity
        _jumps_used += 1

    move_and_slide()
csharp
using Godot;

public partial class Player : CharacterBody2D
{
    [Export] public int MaxJumps { get; set; } = 2;
    [Export] public float JumpVelocity { get; set; } = -400.0f;

    private int _jumpsUsed;

    public override void _PhysicsProcess(double delta)
    {
        Vector2 velocity = Velocity;

        if (!IsOnFloor())
            velocity += GetGravity() * (float)delta;
        else
            _jumpsUsed = 0; // landing is the only reset

        if (Input.IsActionJustPressed("jump") && _jumpsUsed < MaxJumps)
        {
            velocity.Y = JumpVelocity;
            _jumpsUsed++;
        }

        Velocity = velocity;
        MoveAndSlide();
    }
}

Beat 4 — Verify. Run the scene: two jumps, then nothing until you land. Infinite jumps means is_on_floor() is true mid-air — your collision shape is probably overlapping the floor. A weak second jump means you are adding to a falling velocity.y; assign it rather than accumulating (this code already assigns).

Beat 5 — Next. Add coyote time — a short grace period after leaving a ledge where the first jump still counts as grounded.

7. Editor references

Beat 2 may give click-paths, but only ones copied from these two files. Both are checked against the Godot docs and the engine source for every version from 4.3 to 4.7 and flag every step that differs.

  • references/editor-recipes.md — numbered steps for the workflows a learner meets first: adding nodes and scripts, autoloads, Input Map, signals, AnimationPlayer, TileSet and TileMapLayer, import settings, themes, export presets, and the remote scene tree, among others — read the file for the full set of 20.
  • references/editor-navigation.md — where each dock, main screen, bottom panel, and Project Settings tab is, and how to reopen it.

Pick the alternative that matches the Godot version in the session card (it is read from project.godot). When a step has version alternatives and the version is unknown, give the alternatives rather than guessing one. For a project on a Godot version outside 4.3 to 4.7 the references do not apply as written: say so, and do not apply the 4.6+ alternatives to a newer version unchecked.

Implementation Checklist

  • Loaded the matching godot-prompter:* domain skill before answering
  • All five beats present, in order
  • Every click-path in the Editor beat came from the editor references; for anything else, a panel was named only if editor-navigation.md lists it and the answer says the rest is not covered
  • Both GDScript and C# examples given (unless the user pinned one language)
  • level read from state, not re-asked
  • The whole ask delivered and sound, nothing more — domain-recipe extras stripped
  • Exactly one suggestion in Beat 5, extending a finished feature
  • State written to ~/.godot-prompter/state/, never into the user's game repo

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/godot-mentor of jame581/GodotPrompter.

  • SKILL.md
  • references/editor-navigation.md
  • references/editor-recipes.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Godot Mentor 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.

Godot Mentor compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Mentor this skilljame581/GodotPrompter805—~3.2kAutomated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Mentor

What does Godot Mentor do?

A skill your agent uses when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Godot Mentor is an agent skill from jame581/GodotPrompter. Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code.

When should I use Godot Mentor?

Godot Mentor fits situations like: the user wants to learn Godot while building — teaching mode that explains the concept; the editor setup; instead of just delivering code; explain as we go.

How do I install Godot Mentor in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill godot-mentor -a claude-code`. Or copy the skill folder (skills/godot-mentor in jame581/GodotPrompter) into .claude/skills/godot-mentor in your project. Claude Code loads it when a task matches its description.

How do I install Godot Mentor in Codex?

Run `npx skills add jame581/GodotPrompter --skill godot-mentor -a codex`. Or copy the skill folder (skills/godot-mentor in jame581/GodotPrompter) into .agents/skills/godot-mentor in your project. Codex loads it when a task matches its description.

Can I use Godot Mentor in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill godot-mentor -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-mentor, .gemini/skills/godot-mentor, .github/skills/godot-mentor and .opencode/skills/godot-mentor in your project.

What does Godot Mentor need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Mentor is instructions for the agent only.

Does Godot Mentor access the network?

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.

Is Godot Mentor safe to install?

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.

What licence does Godot Mentor use?

Godot Mentor is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Mentor use?

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 12k tokens, read only when the agent opens those files.

What are the alternatives to Godot Mentor?

Skills that share tags, products or a category with Godot Mentor: 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.

Who maintains Godot Mentor?

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.