Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
$ npx skills add jame581/GodotPrompter --skill godot-ui -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter godot-ui --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-ui .claude/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .claude/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-uiType 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-ui -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter godot-ui --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-ui .agents/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .agents/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-ui -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter godot-ui --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-ui .cursor/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .cursor/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-ui--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-ui -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter godot-ui --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-ui .gemini/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .gemini/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-uiInstalls 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-ui -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-ui .github/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .github/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-ui -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-ui --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-ui .opencode/skills/godot-ui && 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-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-ui into .opencode/skills/godot-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-ui", 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-uiA skill your agent uses when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Godot UI is an agent skill from jame581/GodotPrompter. Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/anchors-in-code.md`, `references/focus-and-navigation.md` and `references/foldable-container.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.
10 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 (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orggithub.comFrom 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 UI loads about 3.2k tokens when it runs, and up to ~9.4k if it reads all its reference files. Until then it costs about 27 tokens; SKILL.md has 1,265 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). 1,265 words, ~3,197 tokens.
.claude/skills/godot-ui/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
Related skills: responsive-ui for multi-resolution scaling, hud-system for in-game HUD patterns, dialogue-system for dialogue UI presentation, tween-animation for UI transition and animation effects.
Control is the base class for all UI nodes — it lives in a separate scene-tree branch from Node2D/Node3D with a fundamentally different layout model.
| Feature | Node2D | Control |
|---|---|---|
| Position model | World-space position (pixels from parent) | Anchor + offset relative to parent rect |
| Size | No intrinsic size | Has size, minimum_size, custom_minimum_size |
| Theme | None | Inherits and overrides Theme resources |
| Focus | Not applicable | Built-in focus system (focus_mode, grab_focus()) |
| Mouse events | Manual via _input | gui_input, mouse_entered, mouse_exited |
| Layout helpers | None | Container subclasses auto-arrange children |
Every UI widget (Button, Label, LineEdit, etc.) extends Control. Key properties defined on Control itself:
anchor_left, anchor_top, anchor_right, anchor_bottom — fractional values (0.0–1.0) relative to the parent rectoffset_left, offset_top, offset_right, offset_bottom — pixel offsets applied after the anchor resolvessize_flags_horizontal, size_flags_vertical — how the node participates in Container layouttheme — a Theme resource; if null, walks up the tree to the nearest ancestor with onefocus_mode — whether the node can receive keyboard/gamepad focusPlace UI nodes inside a CanvasLayer (or directly under the scene root's built-in canvas) so they render on top of the 3D/2D world, unaffected by Camera transforms.
⚠️ Changed in Godot 4.7:
Control.accessibility_livechanged type fromDisplayServer.AccessibilityLiveModetoAccessibilityServer.AccessibilityLiveMode(LIVE_OFF = 0default,LIVE_POLITE,LIVE_ASSERTIVE) — accessibility enums/APIs moved to the newAccessibilityServersingleton. GDScript-compatible; breaks C# binary/source compatibility (rebuild against the new enum). See the 4.7 migration guide.
| Container | Purpose | When to Use |
|---|---|---|
VBoxContainer | Stacks children vertically | Lists, option rows, vertical menus |
HBoxContainer | Stacks children horizontally | Toolbars, stat rows, horizontal nav |
GridContainer | Arranges children in a fixed-column grid | Inventory grids, key-binding tables |
MarginContainer | Adds padding around a single child | Wrapping any node to give it breathing room |
PanelContainer | Draws a StyleBox background, then lays out children | Card UI, dialog boxes, HUD panels |
ScrollContainer | Makes its single child scrollable; clips overflow | Long lists, logs, scrollable settings |
TabContainer | Stacks children as named tabs; shows one at a time | Settings screens, multi-section panels |
Sizing tips:
size_flags_horizontal = SIZE_EXPAND_FILL on children that should fill available space.custom_minimum_size to prevent a child from collapsing to zero.MarginContainer reads margin from the theme property margin_*; override at runtime with add_theme_constant_override("margin_left", 16).Godot 4.7+:
custom_maximum_size(Vector2(-1, -1)) caps size per axis, prioritized overcustom_minimum_size;propagate_maximum_size(defaultfalse) makes a parent's maximum constrain its Control children;_get_maximum_size()computes maximums from code.
⚠️ Changed in Godot 4.7:
TabContainer.all_tabs_in_frontis deprecated — it does nothing now, since tabs are always in front. Remove code that sets it. See GH-118623.
An anchor is a point on the parent rect expressed as a fraction (0 = top/left edge, 1 = bottom/right edge). Godot resolves the final pixel position of each edge as:
final_left = parent_width * anchor_left + offset_left
final_top = parent_height * anchor_top + offset_top
final_right = parent_width * anchor_right + offset_right
final_bottom = parent_height * anchor_bottom + offset_bottomThe editor exposes built-in presets:
| Preset | Anchor values | Use case |
|---|---|---|
| Full Rect | L=0, T=0, R=1, B=1 | Overlay / fill parent — most common for root UI |
| Center | L=0.5, T=0.5, R=0.5, B=0.5 | Fixed-size widget centred in parent |
| Top Left | L=0, T=0, R=0, B=0 | Fixed-size widget pinned to top-left corner |
| Top Right | L=1, T=0, R=1, B=0 | Fixed-size widget pinned to top-right corner |
| Bottom Center | L=0.5, T=1, R=0.5, B=1 | HUD element anchored to bottom centre |
Anchors resolve as parent_size * anchor + offset per edge, so setting them by hand means setting eight properties. set_anchors_and_offsets_preset(Control.PRESET_*) does it in one call — use that, then adjust offset_* for margins (negative on right/bottom).
The anchor-vs-offset rule (keep offsets at 0 and let anchors do the work) plus full GDScript + C# examples — full-rect fill, top-right HUD with 16 px margins, and a custom half-screen side panel: references/anchors-in-code.md
A Theme resource centralizes fonts, colors, and StyleBoxes. Apply at the root and let inheritance do the work; use theme_override_* only for one-off tweaks. StyleBoxFlat covers most flat-design needs (bg_color, border_color, corner_radius, border_width); StyleBoxTexture for textures.
See references/theme-system.md for the full Theme resource creation walk-through, StyleBoxFlat properties, font overrides, theme inheritance rules, and per-node
theme_override_*methods.
Godot 4.7+:
GradientTexture2D'sFillenum gainsFILL_CONIC— colors interpolated in a cone (angular) pattern; radial progress/cooldown indicators without a shader (C#:FillEnum.Conic).
Focus modes (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL) gate keyboard/gamepad navigation. Wire chains with focus_neighbor_top / _bottom / _left / _right, or rely on automatic spatial detection. Call grab_focus() on the first interactive element when a menu opens.
See references/focus-and-navigation.md for focus mode details,
focus_neighborchain examples, gamepad/keyboard input handling, and grab_focus patterns.
Three canonical scenes: a main menu (centered VBoxContainer with title + button list), a settings screen with tabs (TabContainer + child panels per category), and a pause menu overlay (full-rect ColorRect background + centered options panel, paused via get_tree().paused = true).
See references/ui-patterns.md for the full scene-tree fragments and GDScript wiring for each pattern.
Godot 4.7+:
offset_transform_*— visual-only UI-juice transform (shake/pulse) that never re-triggers container layout;_get_cursor_shape(at_position)— per-position cursor shapes;PopupMenusearch bar (search_bar_enabled, fuzzy by default) plusset_item_index()for reordering;TextureRectSTRETCH_TILEnow tilesAtlasTextures (only non-zeromarginunsupported). Code: references/ui-patterns.md.
⚠️ Changed in Godot 4.7:
RichTextLabel.add_image()/update_image()sizing was reworked —width/heightare nowfloat;width_in_percent/height_in_percentbools becomewidth_unit/height_unit, taking the newImageUnitenum (IMAGE_UNIT_PIXEL,IMAGE_UNIT_PERCENT,IMAGE_UNIT_EM— em scales with font size).ImageUpdateMask.UPDATE_WIDTH_IN_PERCENTis renamedUPDATE_WIDTH_UNIT, breaking GDScript using the old name. See the 4.7 migration guide.
Button.pressed for clicks, Control.gui_input for raw events on a node, Control.mouse_entered / mouse_exited for hover. Connect in _ready() or via the Inspector's Node panel.
See references/signals.md for the complete signal catalog and signal-driven UI update patterns.
FoldableContainer is a built-in accordion Container added in Godot 4.5 — a toggle header plus collapsible children, replacing the old boilerplate of wiring a Button to show/hide a VBoxContainer. Set title, set folded for the initial state, add children normally, and listen to folding_changed(is_folded).
Full GDScript + C# construction, the key-properties table, and the toggle signal: references/foldable-container.md
Godot 4.5 lets Label and RichTextLabel layer multiple text effects simultaneously — e.g., stacking two outline effects at different widths/colors, or combining a shadow with a glow. Previously, multiple outline layers required duplicating and manually layering Label nodes.
# Configure via Theme Overrides → Constants in the inspector, or add_theme_* overrides at runtime.
func apply_stacked_outlines(label: Label) -> void:
# Outer outline — wide, dark
label.add_theme_constant_override("outline_size", 6)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.9))
# Shadow (second layered effect)
label.add_theme_constant_override("shadow_offset_x", 2)
label.add_theme_constant_override("shadow_offset_y", 2)
label.add_theme_color_override("font_shadow_color", Color(0.0, 0.0, 0.0, 0.5))public void ApplyStackedOutlines(Label label)
{
// Outer outline — wide, dark
label.AddThemeConstantOverride("outline_size", 6);
label.AddThemeColorOverride("font_outline_color", new Color(0f, 0f, 0f, 0.9f));
// Shadow (second layered effect)
label.AddThemeConstantOverride("shadow_offset_x", 2);
label.AddThemeConstantOverride("shadow_offset_y", 2);
label.AddThemeColorOverride("font_shadow_color", new Color(0f, 0f, 0f, 0.5f));
}For RichTextLabel, stacked effects can also be applied via BBCode combined with theme overrides:
# Multiple outline-style effects via BBCode + theme
$RichTextLabel.text = "[outline size=4 color=#000000]Level Up![/outline]"
# Additional layers via theme overrides, as above.Editor workflow: Configure stacked effects via Theme Editor → Label → Constants, or add multiple
FontFile-style outline passes in the Font resource. The runtime API (add_theme_*_override) above covers dynamic scenarios.
Control has anchor preset Full Rect (or appropriate preset for the layout)Button, LineEdit, Slider) have focus_mode = FOCUS_ALLLabel, TextureRect) have focus_mode = FOCUS_NONEgrab_focus() called on the first interactive widget in _ready() for each screenControl has process_mode = PROCESS_MODE_ALWAYSTheme resource assigned at the screen root — not duplicated on every childStyleBoxFlat used instead of image assets for simple solid-colour panelsadd_theme_*_override() used for per-node overrides rather than assigning a whole new ThemeVBoxContainer, HBoxContainer, etc.) used for layout instead of manual position valuescustom_minimum_size set on widgets that must not collapse to zerolinear_to_db / db_to_linear — not raw linear values mapped to audio bus_ready() (or via the editor); no polling of UI state in _processTabContainer matches logical reading / navigation orderFoldableContainer instead of manual Button + VBoxContainer wiring (Godot 4.5+)Label/RichTextLabel use stacked theme overrides instead of duplicated nodes (Godot 4.5+)© 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 6 other files (references) in skills/godot-ui of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot UI 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 UI 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 building user interfaces — Control nodes, themes, anchors, containers, and layout patterns. Godot UI is an agent skill from jame581/GodotPrompter.
Godot UI fits situations like: building user interfaces — Control nodes; layout patterns.
Run `npx skills add jame581/GodotPrompter --skill godot-ui -a claude-code`. Or copy the skill folder (skills/godot-ui in jame581/GodotPrompter) into .claude/skills/godot-ui in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill godot-ui -a codex`. Or copy the skill folder (skills/godot-ui in jame581/GodotPrompter) into .agents/skills/godot-ui 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-ui -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-ui, .gemini/skills/godot-ui, .github/skills/godot-ui and .opencode/skills/godot-ui in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot UI is instructions for the agent only.
SKILL.md names 2 domains. As links in the text: docs.godotengine.org and github.com. 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 UI 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 6.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot UI: 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.