Headless Build
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
A skill your agent uses when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
$ npx skills add jame581/GodotPrompter --skill limboai -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter limboai --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/limboai .claude/skills/limboai && 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 "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .claude/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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/limboaiType 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 limboai -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter limboai --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/limboai .agents/skills/limboai && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .agents/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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 limboai -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter limboai --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/limboai .cursor/skills/limboai && 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 "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .cursor/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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/limboai--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 limboai -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter limboai --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/limboai .gemini/skills/limboai && 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 "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .gemini/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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 limboaiInstalls 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 limboai -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/limboai .github/skills/limboai && 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 "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .github/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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 limboai -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 limboai --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/limboai .opencode/skills/limboai && 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 "limboai" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/limboai into .opencode/skills/limboai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "limboai", 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.
limboaiA skill your agent uses when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
Limboai is an agent skill from jame581/GodotPrompter. Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/hsm.md`).
It sits in Game Development, covering Game development. It works with C++, 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.
6 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, csharp and ini).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.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.
Limboai loads about 3.2k tokens when it runs, and up to ~4.4k if it reads all its reference files. Until then it costs about 42 tokens; SKILL.md has 594 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). 594 words, ~3,247 tokens.
.claude/skills/limboai/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Related skills: ai-navigation for movement the tasks drive, state-machine for core-engine FSM (when you don't need an addon), godot-brainstorming for choosing an AI approach.
Addon: LimboAI · version
v1.8.0· Godot 4.6+ (GDExtension) · MIT · source: https://github.com/limbonaut/limboai · written in C++ (GDExtension; engine-module build also available). GDExtension exposes GDScript; C# requires the module build (not GDExtension in v1.8.0), and the v1.8.0 module build targets Godot 4.7.
| Approach | Best for |
|---|---|
Core-engine FSM (state-machine skill) | Simple agents, < 5 states, no addon |
| Beehave (GDScript addon) | Lightweight BT, GDScript-only projects |
| LimboAI | BT and HSM together, visual editor, C++ performance, C# support (module build) |
Choose LimboAI when you need a behavior tree with a polished visual debugger, want to combine it with a hierarchical state machine (BTState bridges them), or need C++ task execution speed. Note: LimboAI requires Godot 4.6+ and is not usable on 4.3–4.5. For a simpler GDScript-only behavior tree, Beehave is a lighter alternative. For plain state machines without a BT, use the built-in state-machine skill instead.
addons/limboai/ in res://addons/limboai/..gdextension manifest ships at res://addons/limboai/bin/:[configuration]
entry_symbol = "limboai_init"
compatibility_minimum = "4.2"
[libraries]
windows.debug.x86_64 = "res://addons/limboai/bin/liblimboai.windows.editor.x86_64.dll"
windows.release.x86_64 = "res://addons/limboai/bin/liblimboai.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://addons/limboai/bin/liblimboai.linux.editor.x86_64.so"
linux.release.x86_64 = "res://addons/limboai/bin/liblimboai.linux.template_release.x86_64.so"
macos.debug = "res://addons/limboai/bin/liblimboai.macos.editor.framework"
macos.release = "res://addons/limboai/bin/liblimboai.macos.template_release.framework"
# ... (additional platform entries for linux arm64/rv64, android, iOS, web)GDExtension limitations: no in-editor documentation tooltips; BBParam property editor not available in the inspector.
Download pre-compiled editor + export templates from GitHub Releases. Requires the custom engine for export. v1.8.0 module builds are based on Godot 4.7 (GDExtension supports 4.6+). The module build ships a NuGet package for C#:
# Add local NuGet source to your project:
# dotnet nuget add source path/to/nupkgs --name LimboNugetSourceA BehaviorTree resource holds the task tree. BTPlayer runs it each physics frame (or idle/manual). Add BTPlayer as a child of the agent node and assign a BehaviorTree resource.
# EnemyAI.gd — assign behavior_tree in the Inspector or here
extends CharacterBody2D
@onready var bt_player: BTPlayer = $BTPlayer
func _ready() -> void:
# BTPlayer starts executing automatically (active = true by default).
# Connect to updated(status) to react when the tree finishes.
bt_player.updated.connect(_on_bt_updated)
func _on_bt_updated(status: int) -> void:
if status == BT.SUCCESS:
bt_player.restart() # loop the tree// EnemyAI.cs
using Godot;
public partial class EnemyAI : CharacterBody2D
{
[Export] private BTPlayer _btPlayer;
public override void _Ready()
{
_btPlayer.Updated += OnBtUpdated;
}
private void OnBtUpdated(int status)
{
if (status == (int)BT.Status.Success)
_btPlayer.Restart();
}
}BTPlayer.UpdateMode controls when the tree ticks: IDLE (every _process), PHYSICS (every _physics_process, default), or MANUAL (call bt_player.update(delta) yourself).
Subclass BTAction (multi-tick work) or BTCondition (immediate check). Annotate with @tool so _generate_name() and _get_configuration_warnings() work in the editor. Place scripts under res://ai/tasks/; subfolders become task categories.
@tool
extends BTAction
## Moves the agent toward a blackboard position each tick.
@export var target_pos_var: StringName = &"target_pos"
@export var speed: float = 200.0
func _generate_name() -> String:
return "MoveToward %s" % LimboUtility.decorate_var(target_pos_var)
func _setup() -> void:
pass # one-time init; agent and blackboard are available here
func _enter() -> void:
pass # called when task transitions from non-RUNNING → RUNNING
func _tick(delta: float) -> Status:
var target: Vector2 = blackboard.get_var(target_pos_var, Vector2.ZERO)
if agent.global_position.distance_to(target) < 5.0:
return SUCCESS
agent.velocity = agent.global_position.direction_to(target) * speed
agent.move_and_slide()
return RUNNING
func _exit() -> void:
pass # cleanup after SUCCESS or FAILURE@tool
extends BTCondition
## Returns SUCCESS if the agent is within range of a target node.
@export var target_var: StringName = &"target"
@export var distance_max: float = 150.0
var _max_sq: float
func _setup() -> void:
_max_sq = distance_max * distance_max
func _tick(_delta: float) -> Status:
var target: Node2D = blackboard.get_var(target_var, null)
if not is_instance_valid(target):
return FAILURE
var in_range := agent.global_position.distance_squared_to(
target.global_position) <= _max_sq
return SUCCESS if in_range else FAILURE// MoveTowardTask.cs — place in res://ai/tasks/
using Godot;
[Tool]
public partial class MoveTowardTask : BTAction
{
[Export] public StringName TargetPosVar { get; set; } = "target_pos";
[Export] public float Speed { get; set; } = 200f;
public override string _GenerateName() =>
$"MoveToward {LimboUtility.DecorateVar(TargetPosVar)}";
public override void _Setup() { }
public override void _Enter() { }
public override Status _Tick(double delta)
{
var target = (Vector2)Blackboard.GetVar(TargetPosVar, Vector2.Zero);
var body = (CharacterBody2D)Agent;
if (body.GlobalPosition.DistanceTo(target) < 5f)
return Status.Success;
body.Velocity = body.GlobalPosition.DirectionTo(target) * Speed;
body.MoveAndSlide();
return Status.Running;
}
public override void _Exit() { }
}// InRangeCondition.cs
using Godot;
[Tool]
public partial class InRangeCondition : BTCondition
{
[Export] public StringName TargetVar { get; set; } = "target";
[Export] public float DistanceMax { get; set; } = 150f;
private float _maxSq;
public override void _Setup() => _maxSq = DistanceMax * DistanceMax;
public override Status _Tick(double delta)
{
var target = Blackboard.GetVar(TargetVar, default(Variant)).As<Node2D>();
if (!GodotObject.IsInstanceValid(target))
return Status.Failure;
var agent2D = (Node2D)Agent;
bool inRange = agent2D.GlobalPosition.DistanceSquaredTo(
target.GlobalPosition) <= _maxSq;
return inRange ? Status.Success : Status.Failure;
}
}Task lifecycle: _setup() once before first tick → _enter() when status transitions from non-RUNNING → _tick(delta) every execution → _exit() after SUCCESS or FAILURE.
The Blackboard is a RefCounted key/value store shared by all tasks in a tree. Use StringName keys (&"key") and export them as task properties so the inspector shows a picker.
@tool
extends BTAction
@export var speed_var: StringName = &"speed"
@export var target_var: StringName = &"target"
func _tick(delta: float) -> Status:
# Read with a default; use no type annotation for object vars
# to avoid errors if the stored instance was freed.
var speed: float = blackboard.get_var(speed_var, 100.0)
var obj = blackboard.get_var(target_var, null)
if not is_instance_valid(obj):
return FAILURE
# Write back
blackboard.set_var(speed_var, speed * 1.1)
return RUNNING// C# has no generic GetVar<T> — cast the returned Variant.
using Godot;
[Tool]
public partial class SampleTask : BTAction
{
[Export] public StringName SpeedVar { get; set; } = "speed";
[Export] public StringName TargetVar { get; set; } = "target";
public override Status _Tick(double delta)
{
float speed = (float)Blackboard.GetVar(SpeedVar, 100f);
var obj = Blackboard.GetVar(TargetVar, default(Variant)).As<GodotObject>();
if (!GodotObject.IsInstanceValid(obj))
return Status.Failure;
Blackboard.SetVar(SpeedVar, speed * 1.1f);
return Status.Running;
}
}Useful Blackboard methods: has_var(name), erase_var(name), list_vars(), get_vars_as_dict(), bind_var_to_property(name, obj, prop), link_var(name, target_bb, target_name), print_state() (debug).
BlackboardPlan defines the variable schema (types, defaults, hints) and is edited in the Inspector on BTPlayer or LimboHSM. Call blackboard_plan.create_blackboard(scene_root) to create a scoped Blackboard at runtime.
LimboHSM is a LimboState node that manages child LimboState nodes. Transitions fire when a state calls dispatch(event). See references/hsm.md for advanced patterns (any-state transitions, BTState, nested HSMs, guards).
# Character.gd — scene tree: Character → LimboHSM → IdleState, MoveState
extends CharacterBody2D
@onready var hsm: LimboHSM = $LimboHSM
@onready var idle: LimboState = $LimboHSM/IdleState
@onready var move: LimboState = $LimboHSM/MoveState
func _ready() -> void:
hsm.add_transition(idle, move, idle.EVENT_FINISHED)
hsm.add_transition(move, idle, move.EVENT_FINISHED)
hsm.initialize(self)
hsm.set_active(true)// Character.cs
using Godot;
public partial class Character : CharacterBody2D
{
[Export] private LimboHSM _hsm;
[Export] private LimboState _idle;
[Export] private LimboState _move;
public override void _Ready()
{
_hsm.AddTransition(_idle, _move, _idle.EventFinished);
_hsm.AddTransition(_move, _idle, _move.EventFinished);
_hsm.Initialize(this);
_hsm.SetActive(true);
}
}# IdleState.gd
extends LimboState
func _setup() -> void:
pass # agent and blackboard available; runs once during hsm.initialize()
func _enter() -> void:
agent.get_node("AnimationPlayer").play("idle")
func _exit() -> void:
pass
func _update(delta: float) -> void:
if Input.get_vector(&"ui_left", &"ui_right", &"ui_up", &"ui_down").length() > 0.1:
dispatch(EVENT_FINISHED)// IdleState.cs
using Godot;
public partial class IdleState : LimboState
{
public override void _Setup() { }
public override void _Enter()
{
Agent.GetNode<AnimationPlayer>("AnimationPlayer").Play("idle");
}
public override void _Exit() { }
public override void _Update(double delta)
{
if (Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down").Length() > 0.1f)
Dispatch(EventFinished);
}
}BTPlayer added as a child of the agent; behavior_tree resource assigned@tool (GDScript) or [Tool] (C#) for editor display_tick returns SUCCESS, FAILURE, or RUNNING — never void/nullStringName properties (suffix _var)Variant explicitly ((float)Blackboard.GetVar(...))BTPlayer.updated signal used (not deprecated behavior_tree_finished)LimboState nodes wired with add_transition before initialize()set_active(true) called after initialize()BBParam inspector binding: use module build; GDExtension lacks the param editor UI© 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 1 other file (references) in skills/limboai of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Limboai 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 |
|---|---|---|---|---|---|---|
| Limboai this skilljame581/GodotPrompter | 805 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Headless BuildRandallLiuXin/GodotMaker | 550 | 1 repos | ~454 | Automated safety check: Pass | Custom licence | |
| Godotericrisco/rsc-harness | 180 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Unityericrisco/rsc-harness | 180 | — | ~4k | Automated safety check: Pass | MIT | |
| Setup Enginepixel-cellar/Claude-Code-Game-Studios | 349 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 |
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
ericrisco/rsc-harness
A skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D…
ericrisco/rsc-harness
A skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants…
pixel-cellar/Claude-Code-Game-Studios
配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
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.
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 using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard. Limboai is an agent skill from jame581/GodotPrompter.
Limboai fits situations like: using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor; BTTask subclassing.
Run `npx skills add jame581/GodotPrompter --skill limboai -a claude-code`. Or copy the skill folder (skills/limboai in jame581/GodotPrompter) into .claude/skills/limboai in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill limboai -a codex`. Or copy the skill folder (skills/limboai in jame581/GodotPrompter) into .agents/skills/limboai 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 limboai -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/limboai, .gemini/skills/limboai, .github/skills/limboai and .opencode/skills/limboai in your project.
SKILL.md names no scripts, command-line tools or credentials: Limboai is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: 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.
Limboai 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 1.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Limboai: Headless Build (RandallLiuXin/GodotMaker, 550 stars), Godot (ericrisco/rsc-harness, 180 stars), Unity (ericrisco/rsc-harness, 180 stars) and Setup Engine (pixel-cellar/Claude-Code-Game-Studios, 349 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.