Agent skill

Limboai

by jame581 in jame581/GodotPrompter

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

MITAuto-check passedGame Development

Install Limboai

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

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

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

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

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

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
limboai
GitHub stars
805
Token cost
~3.2k tokens
SKILL.md length
594 words
Files
2 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 6 steps: When to use LimboAI → Install & setup → Behavior trees → …
  • Using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor
  • SKILL.md covers 1. When to use LimboAI, 2. Install & setup, 3. Behavior trees and 4. Custom tasks, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor
  • BTTask subclassing

Example prompts

  • “/limboai”

Workflow steps

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

  1. When to use LimboAI
  2. Install & setup
  3. Behavior trees
  4. Custom tasks
  5. Blackboard
  6. Hierarchical state machine (LimboHSM)

What it can do on your machine

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

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

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

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

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

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

  • Credentials

    Names no API keys, tokens, secrets or passwords.

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

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~42
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 594 words, ~3,247 tokens.

Download SKILL.mdSave it as .claude/skills/limboai/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
limboai
description
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard

LimboAI

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.


1. When to use LimboAI

ApproachBest for
Core-engine FSM (state-machine skill)Simple agents, < 5 states, no addon
Beehave (GDScript addon)Lightweight BT, GDScript-only projects
LimboAIBT 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.


2. Install & setup

  1. Godot AssetLib → search "LimboAI" → Download → Reload project.
    Or download from GitHub Releases and place addons/limboai/ in res://addons/limboai/.
  2. Enable the plugin: Project → Project Settings → Plugins → tick LimboAI.
  3. The .gdextension manifest ships at res://addons/limboai/bin/:
ini
[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.

Module version (C# or full editor integration)

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#:

ini
# Add local NuGet source to your project:
# dotnet nuget add source path/to/nupkgs --name LimboNugetSource

3. Behavior trees

A 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.

GDScript
gdscript
# 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
C#
csharp
// 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).


4. Custom tasks

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.

GDScript
gdscript
@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
gdscript
@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
Show full SKILL.md (246 more words)Show less
C#
csharp
// 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() { }
}
csharp
// 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.


5. Blackboard

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.

GDScript
gdscript
@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#
csharp
// 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.


6. Hierarchical state machine (LimboHSM)

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).

GDScript — scene-tree setup
gdscript
# 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)
C# — scene-tree setup
csharp
// 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);
    }
}
GDScript — state script
gdscript
# 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)
C# — state script
csharp
// 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);
    }
}

Implementation checklist

  • BTPlayer added as a child of the agent; behavior_tree resource assigned
  • Custom tasks annotated with @tool (GDScript) or [Tool] (C#) for editor display
  • Every _tick returns SUCCESS, FAILURE, or RUNNING — never void/null
  • Blackboard keys documented as exported StringName properties (suffix _var)
  • C# Blackboard reads cast the Variant explicitly ((float)Blackboard.GetVar(...))
  • C# uses module build (not GDExtension) for C# support
  • BTPlayer.updated signal used (not deprecated behavior_tree_finished)
  • HSM: all LimboState nodes wired with add_transition before initialize()
  • HSM: set_active(true) called after initialize()
  • HSM transitions are exhaustive — every reachable state has an exit path
  • 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

Files

SKILL.md and 1 other file (references) in skills/limboai of jame581/GodotPrompter.

  • SKILL.md
  • references/hsm.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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.

Limboai compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Limboai this skilljame581/GodotPrompter805—~3.2kAutomated safety check: PassMIT
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Godotericrisco/rsc-harness180—~3.6kAutomated safety check: PassMIT
Unityericrisco/rsc-harness180—~4kAutomated safety check: PassMIT
Setup Enginepixel-cellar/Claude-Code-Game-Studios349—~1.5kAutomated safety check: PassMIT
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0

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Works with

Questions about Limboai

What does Limboai do?

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.

When should I use Limboai?

Limboai fits situations like: using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor; BTTask subclassing.

How do I install Limboai in Claude Code?

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.

How do I install Limboai in Codex?

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.

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

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill 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.

What does Limboai need to run?

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

Does Limboai access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Limboai safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Limboai use?

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

How many tokens does Limboai use?

About 3.2k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Limboai?

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.

Who maintains Limboai?

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.