Godot Project Templates
thedivergentai/GD-Agentic-Skills
Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre- skills.
A skill your agent uses when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
$ npx skills add jame581/GodotPrompter --skill godot-project-setup -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter godot-project-setup --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-project-setup .claude/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .claude/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setupType 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-project-setup -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter godot-project-setup --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-project-setup .agents/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .agents/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setup -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter godot-project-setup --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-project-setup .cursor/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .cursor/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setup--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-project-setup -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter godot-project-setup --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-project-setup .gemini/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .gemini/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setupInstalls 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-project-setup -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-project-setup .github/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .github/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setup -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-project-setup --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-project-setup .opencode/skills/godot-project-setup && 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-project-setup" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup into .opencode/skills/godot-project-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-project-setup", 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-project-setupA skill your agent uses when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Godot Project Setup is an agent skill from jame581/GodotPrompter. Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development and Project scaffolding. 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.
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 csharp, gdscript, gitignore, gitattributes and xml).
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 Project Setup loads about 3.2k tokens when it runs. Until then it costs about 38 tokens; SKILL.md has 660 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). 660 words, ~3,214 tokens.
.claude/skills/godot-project-setup/SKILL.md (or your agent's skills folder).This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
└── addons/Why split layout?
assets/** stays separate from scripts/**)..gitattributes binary rules per directory.For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.
res://
├── assets/
│ ├── audio/
│ ├── fonts/
│ └── textures/
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd # or Player.cs
│ │ └── player_state.gd
│ └── enemy/
│ ├── enemy.tscn
│ └── enemy.gd
├── levels/
│ ├── level_01/
│ │ ├── level_01.tscn
│ │ └── level_01.gd
│ └── main_menu/
│ ├── main_menu.tscn
│ └── main_menu.gd
├── systems/
│ ├── inventory/
│ └── dialogue/
├── autoloads/
├── resources/
└── addons/# Godot editor data — never commit
.godot/
# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/
# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user
# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db
# GodotPrompter (if used in-project)
.godot-prompter-cache/Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.
# Default: normalize line endings to LF on commit
* text=auto eol=lf
# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf
# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf
# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binaryConfigure these in Project > Project Settings or directly in project.godot.
| Setting | Recommended value | Notes |
|---|---|---|
display/window/size/viewport_width | 1920 | Base resolution — art reference size |
display/window/size/viewport_height | 1080 | |
display/window/stretch/mode | canvas_items | Scales 2D content; use viewport for pixel-perfect |
display/window/stretch/aspect | keep | Adds letterbox/pillarbox; expand fills screen |
display/window/size/resizable | true | Allow window resize on desktop |
For pixel-art projects use stretch/mode = viewport and texture_filter = nearest on the root CanvasItem or globally via rendering/textures/canvas_textures/default_texture_filter.
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep), so onlyaspectneeds changing if you wantkeep's letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.
Define actions in Project > Project Settings > Input Map rather than hard-coding key constants. This lets players rebind controls at runtime.
GDScript — reading input actions:
# Good: action-based (rebindable)
func _process(delta: float) -> void:
var direction := Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("jump"):
_jump()
# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.keycode == KEY_SPACE:
_jump()C# — reading input actions:
// Good: action-based (rebindable)
public override void _Process(double delta)
{
float direction = Input.GetAxis("move_left", "move_right");
if (Input.IsActionJustPressed("jump"))
Jump();
}
// Avoid: hard-coded key checks
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey key && key.Keycode == Key.Space)
Jump();
}Saving and restoring custom bindings at runtime (GDScript):
func save_bindings() -> void:
var config := ConfigFile.new()
for action in InputMap.get_actions():
if action.begins_with("ui_"):
continue # skip built-in UI actions
var events := InputMap.action_get_events(action)
config.set_value("bindings", action, events)
config.save("user://bindings.cfg")
func load_bindings() -> void:
var config := ConfigFile.new()
if config.load("user://bindings.cfg") != OK:
return
for action in config.get_section_keys("bindings"):
InputMap.action_erase_events(action)
for event in config.get_value("bindings", action):
InputMap.action_add_event(action, event)Saving and restoring custom bindings at runtime (C#):
public void SaveBindings()
{
var config = new ConfigFile();
foreach (StringName action in InputMap.GetActions())
{
if (((string)action).StartsWith("ui_"))
continue; // skip built-in UI actions
var events = InputMap.ActionGetEvents(action);
config.SetValue("bindings", action, events);
}
config.Save("user://bindings.cfg");
}
public void LoadBindings()
{
var config = new ConfigFile();
if (config.Load("user://bindings.cfg") != Error.Ok)
return;
foreach (string action in config.GetSectionKeys("bindings"))
{
InputMap.ActionEraseEvents(action);
var events = (Godot.Collections.Array)config.GetValue("bindings", action);
foreach (InputEvent @event in events)
InputMap.ActionAddEvent(action, @event);
}
}Register autoloads in Project > Project Settings > Globals > Autoload. Autoloads are singleton nodes available globally via their registered name.
| Name | Path | Purpose |
|---|---|---|
GameManager | autoloads/game_manager.gd | Game state, scene transitions, pause |
EventBus | autoloads/event_bus.gd | Decoupled signal relay |
AudioManager | autoloads/audio_manager.gd | Music, SFX, volume control |
SaveManager | autoloads/save_manager.gd | Save/load game data |
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
# autoloads/game_manager.gd
extends Node
signal scene_changed(scene_path: String)
signal game_paused(is_paused: bool)
var current_level: String = ""
var is_paused: bool = false
func change_scene(path: String) -> void:
current_level = path
scene_changed.emit(path)
get_tree().change_scene_to_file(path)
func set_paused(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func quit_game() -> void:
get_tree().quit()// autoloads/GameManager.cs
using Godot;
public partial class GameManager : Node
{
[Signal]
public delegate void SceneChangedEventHandler(string scenePath);
[Signal]
public delegate void GamePausedEventHandler(bool isPaused);
public string CurrentLevel { get; private set; } = "";
public bool IsPaused { get; private set; }
public void ChangeScene(string path)
{
CurrentLevel = path;
EmitSignal(SignalName.SceneChanged, path);
GetTree().ChangeSceneToFile(path);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
GetTree().Paused = paused;
EmitSignal(SignalName.GamePaused, paused);
}
public void QuitGame() => GetTree().Quit();
}# autoloads/event_bus.gd
extends Node
# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.
signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)Nodes connect with:
EventBus.player_died.connect(_on_player_died)
EventBus.player_died.emit()When you enable C# support Godot generates a .csproj. Keep it minimal and set the target framework to net8.0:
<Project Sdk="Godot.NET.Sdk/4.3.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<RootNamespace>MyGame</RootNamespace>
</PropertyGroup>
</Project>Replace MyGame with your project name. The namespace must match across all C# scripts to avoid registration errors.
Every C# class that extends a Godot type must be declared partial. Godot's source generator adds the registration code in a companion partial file.
// Correct
public partial class Player : CharacterBody2D { }
// Wrong — will not register with Godot
public class Player : CharacterBody2D { }Use a single root namespace for the project. Sub-namespaces are optional but keep them shallow:
namespace MyGame.Characters; // OK
namespace MyGame.UI; // OK
namespace MyGame.Systems.Inventory.Data.Containers; // Too deep — flattenSignals must use the [Signal] attribute with a delegate ending in EventHandler:
[Signal]
public delegate void HealthChangedEventHandler(int newHealth, int maxHealth);
// Emit
EmitSignal(SignalName.HealthChanged, health, maxHealth);
// Connect
someNode.HealthChanged += OnHealthChanged;
// Disconnect
someNode.HealthChanged -= OnHealthChanged;Use this checklist after scaffolding a new project to verify everything is in place.
assets/, scenes/, scripts/ or co-located layout).gitignore created and includes .godot/, .mono/, bin/, obj/.gitattributes created with LF normalization and binary asset rulesproject.godot — viewport resolution set (1920x1080 or project target)project.godot — stretch mode configured (canvas_items or viewport)GameManager, EventBus, AudioManager, SaveManagerautoloads/ (or scripts/autoloads/)Always if they must run while paused.csproj targets net8.0, RootNamespace set, Nullable enabledpartial classmain branch before adding game contentCLAUDE.md, or AGENTS.md / GEMINI.md if that is what the repo maintains) contains a ## GodotPrompter section with the skill invocation rule (see godot-prompter:godot-brainstorming for content)godot --headless --check-only on GDScript files© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/godot-project-setup of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Project Setup 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 Project Setup this skilljame581/GodotPrompter | 799 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Godot Project Templatesthedivergentai/GD-Agentic-Skills | 816 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Gm ScaffoldRandallLiuXin/GodotMaker | 550 | — | ~1.9k | Automated safety check: Pass | Custom licence | |
| 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 | 277 | — | ~1.5k | Automated safety check: Pass | MIT |
thedivergentai/GD-Agentic-Skills
Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre- skills.
RandallLiuXin/GodotMaker
Scaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit.
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.
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 creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore. Godot Project Setup is an agent skill from jame581/GodotPrompter.
Godot Project Setup fits situations like: creating a new Godot 4.x project — scaffolds recommended directory structure; project settings.
Run `npx skills add jame581/GodotPrompter --skill godot-project-setup -a claude-code`. Or copy the skill folder (skills/godot-project-setup in jame581/GodotPrompter) into .claude/skills/godot-project-setup in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill godot-project-setup -a codex`. Or copy the skill folder (skills/godot-project-setup in jame581/GodotPrompter) into .agents/skills/godot-project-setup 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-project-setup -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-project-setup, .gemini/skills/godot-project-setup, .github/skills/godot-project-setup and .opencode/skills/godot-project-setup in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Project Setup 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 Project Setup 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.
Skills that share tags, products or a category with Godot Project Setup: Godot Project Templates (thedivergentai/GD-Agentic-Skills, 816 stars), Gm Scaffold (RandallLiuXin/GodotMaker, 550 stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars) and 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k 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 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 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.