Godot Admob App Open
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
A skill your agent uses when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C
$ npx skills add jame581/GodotPrompter --skill godot-testing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter godot-testing --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-testing .claude/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .claude/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testingType 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-testing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter godot-testing --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-testing .agents/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .agents/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter godot-testing --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-testing .cursor/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .cursor/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testing--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-testing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter godot-testing --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-testing .gemini/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .gemini/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testingInstalls 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-testing -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-testing .github/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .github/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testing -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-testing --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-testing .opencode/skills/godot-testing && 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-testing" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing into .opencode/skills/godot-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-testing", 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-testingA skill your agent uses when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C
Godot Testing is an agent skill from jame581/GodotPrompter. Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `gdunit4-reference.md`, `gut-reference.md` and `references/running-tests.md`).
It sits in Game Development, covering Game development and Test-driven development. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
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 Testing loads about 2.4k tokens when it runs, and up to ~5.6k if it reads all its reference files. Until then it costs about 30 tokens; SKILL.md has 707 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). 707 words, ~2,365 tokens.
.claude/skills/godot-testing/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.This skill covers test-driven development (TDD) for Godot 4.3+ projects using GUT (Godot Unit Testing) and gdUnit4. It includes framework selection, full RED-GREEN-REFACTOR examples, test structure, running tests in CI, and common testing patterns.
Related skills: godot-code-review for review checklists, dependency-injection for test-friendly architecture, export-pipeline for CI/CD test automation.
| Feature | GUT | gdUnit4 |
|---|---|---|
| Language | GDScript-first, limited C# | GDScript + C# (first-class) |
| Install | AssetLib or git submodule | AssetLib or git submodule |
| Editor integration | Built-in GUT panel | Built-in inspector + panel |
| Mocking | double() / stub() API | mock() / spy() API |
| Scene testing | add_child_autofree() | auto_free() + scene runner |
| CI support | gut_cmdln.gd CLI script | gdunit4_runner CLI script |
| C# support | Minimal (GDScript wrappers only) | Native C# assertions + lifecycle |
| Maturity | Established (Godot 3 + 4) | Godot 4 focused, actively updated |
| Best for | Pure GDScript projects | Mixed GDScript/C# or C#-only |
Rule of thumb: Use GUT for GDScript-only projects. Use gdUnit4 for C# projects or when you need first-class C# support and scene runner utilities.
The standard Test-Driven Development cycle: write a failing test (RED), write minimal code to pass (GREEN), then refactor without breaking the test. Each step has its own discipline — don't skip RED (you'll write tests that pass trivially), and don't skip REFACTOR (technical debt compounds).
See references/tdd-workflow.md for a worked GDScript + C# example walking through all three steps on a HealthComponent.
res://
├── src/
│ └── components/
│ ├── health_component.gd
│ └── HealthComponent.cs
└── tests/
├── unit/
│ ├── test_health_component.gd # GUT: test_ prefix required
│ └── HealthComponentTest.cs # gdUnit4 C#: [TestSuite] attribute
├── integration/
│ ├── test_player_scene.gd
│ └── PlayerSceneTest.cs
└── gut_config.json # GUT configuration (optional)| Framework | GDScript file | C# file | Test method prefix/attribute |
|---|---|---|---|
| GUT | test_*.gd | N/A | func test_*() |
| gdUnit4 | test_*.gd | *Test.cs | func test_*() / [TestCase] |
Both frameworks ship a CLI runner. GUT: addons/gut/gut_cmdln.gd invoked via godot --headless --path . -s addons/gut/gut_cmdln.gd. gdUnit4: --add-gdunit-test-runner argument, or via the editor "GdUnit Tests" dock. CI: tag-triggered or PR-triggered GitHub Action that installs Godot, runs the suite, exits non-zero on failure.
See references/running-tests.md for full GUT and gdUnit4 CLI invocations + a copy-pasteable GitHub Actions workflow.
Four common patterns: scenes with nodes (instantiate via add_child in before_each, free in after_each), signal testing (assert that emitting works and connect-then-emit fires), mocking/doubling (gdUnit4 Mock<T> or hand-rolled fakes via @export injection), async (await yields, signals, frames in tests).
See references/testing-patterns.md for full code on each pattern (GDScript + C# where applicable).
| Assertion | Description |
|---|---|
assert_eq(actual, expected) | Equality |
assert_ne(actual, expected) | Not equal |
assert_true(value) | Is truthy |
assert_false(value) | Is falsy |
assert_null(value) | Is null |
assert_not_null(value) | Is not null |
assert_gt(actual, expected) | Greater than |
assert_lt(actual, expected) | Less than |
assert_gte(actual, expected) | Greater than or equal |
assert_lte(actual, expected) | Less than or equal |
assert_has(collection, item) | Collection contains item |
assert_does_not_have(collection, item) | Collection does not contain item |
assert_string_contains(str, sub) | String contains substring |
assert_almost_eq(actual, expected, margin) | Float equality within margin |
assert_signal_emitted(obj, signal_name) | Signal was emitted |
assert_signal_not_emitted(obj, signal_name) | Signal was not emitted |
| GDScript | C# | Description |
|---|---|---|
assert_that(val).is_equal(exp) | AssertThat(val).IsEqual(exp) | Equality |
assert_that(val).is_not_equal(exp) | AssertThat(val).IsNotEqual(exp) | Not equal |
assert_that(val).is_true() | AssertThat(val).IsTrue() | Is true |
assert_that(val).is_false() | AssertThat(val).IsFalse() | Is false |
assert_that(val).is_null() | AssertThat(val).IsNull() | Is null |
assert_that(val).is_not_null() | AssertThat(val).IsNotNull() | Is not null |
assert_that(val).is_greater(exp) | AssertThat(val).IsGreater(exp) | Greater than |
assert_that(val).is_less(exp) | AssertThat(val).IsLess(exp) | Less than |
assert_that(val).is_between(min, max) | AssertThat(val).IsBetween(min, max) | In range (inclusive) |
assert_that(arr).contains([a, b]) | AssertThat(arr).Contains(a, b) | Array contains elements |
assert_that(str).contains("sub") | AssertThat(str).Contains("sub") | String contains substring |
assert_that(val).is_approximately(exp, margin) | AssertThat(val).IsApproximately(exp, margin) | Float within margin |
assert_signal(mon).is_emitted("name") | AssertSignal(mon).IsEmitted("name") | Signal emitted |
Avoid testing things that add noise without catching real bugs:
Node.add_child() works or that @export variables show up in the editorassert_almost_eq / IsApproximately for physics valuestest_*.gd / *Test.cs)GutTest / GdUnit4.GdUnitTestSuite)add_child_autofree or auto_free — never manual queue_free()© 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 5 other files (references) in skills/godot-testing of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Testing 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 Testing this skilljame581/GodotPrompter | 799 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C. Godot Testing is an agent skill from jame581/GodotPrompter.
Godot Testing fits situations like: writing tests for Godot projects — TDD workflow with GUT and gdUnit4; covers both GDScript and C.
Run `npx skills add jame581/GodotPrompter --skill godot-testing -a claude-code`. Or copy the skill folder (skills/godot-testing in jame581/GodotPrompter) into .claude/skills/godot-testing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill godot-testing -a codex`. Or copy the skill folder (skills/godot-testing in jame581/GodotPrompter) into .agents/skills/godot-testing 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-testing -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-testing, .gemini/skills/godot-testing, .github/skills/godot-testing and .opencode/skills/godot-testing in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Testing 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 Testing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Testing: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 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.