Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
$ npx skills add jame581/GodotPrompter --skill math-essentials -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter math-essentials --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/math-essentials .claude/skills/math-essentials && 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 "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .claude/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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/math-essentialsType 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 math-essentials -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter math-essentials --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/math-essentials .agents/skills/math-essentials && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .agents/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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 math-essentials -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter math-essentials --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/math-essentials .cursor/skills/math-essentials && 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 "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .cursor/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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/math-essentials--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 math-essentials -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter math-essentials --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/math-essentials .gemini/skills/math-essentials && 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 "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .gemini/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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 math-essentialsInstalls 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 math-essentials -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/math-essentials .github/skills/math-essentials && 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 "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .github/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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 math-essentials -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 math-essentials --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/math-essentials .opencode/skills/math-essentials && 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 "math-essentials" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials into .opencode/skills/math-essentials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "math-essentials", 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.
math-essentialsA skill your agent uses when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
Math Essentials is an agent skill from jame581/GodotPrompter. Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/curves-and-paths.md`, `references/game-math-recipes.md` and `references/random-numbers.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.
8 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.
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.
Math Essentials loads about 3.3k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 37 tokens; SKILL.md has 709 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). 709 words, ~3,346 tokens.
.claude/skills/math-essentials/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: player-controller for movement physics, ai-navigation for pathfinding math, camera-system for camera interpolation, tween-animation for easing curves, physics-system for collision math.
| Method | Returns | Description |
|---|---|---|
length() | float | Magnitude of the vector |
length_squared() | float | Squared magnitude (faster, skip sqrt) |
normalized() | Vector | Unit vector (length 1) in the same direction |
distance_to(b) | float | Distance between two points |
distance_squared_to(b) | float | Squared distance (faster for comparisons) |
direction_to(b) | Vector | Normalized direction from this to b |
angle_to(b) | float | Angle in radians between two vectors |
angle_to_point(b) | float | Angle from this point to b (2D) |
dot(b) | float | Dot product |
cross(b) | float/Vector3 | Cross product (2D returns float, 3D returns vector) |
rotated(angle) | Vector2 | Rotated by radians (2D) |
move_toward(to, delta) | Vector | Move toward target by at most delta |
clamp(min, max) | Vector | Clamp each component |
snapped(step) | Vector | Snap to grid |
reflect(normal) | Vector | Reflect off a surface |
bounce(normal) | Vector | Bounce off a surface (inverted reflect) |
slide(normal) | Vector | Slide along a surface |
# Get direction from A to B (normalized)
var dir: Vector2 = global_position.direction_to(target.global_position)
# Get distance
var dist: float = global_position.distance_to(target.global_position)
# Use squared distance for comparisons (faster — avoids sqrt)
if global_position.distance_squared_to(target.global_position) < detection_range * detection_range:
chase_target()Vector2 dir = GlobalPosition.DirectionTo(target.GlobalPosition);
float dist = GlobalPosition.DistanceTo(target.GlobalPosition);
if (GlobalPosition.DistanceSquaredTo(target.GlobalPosition) < detectionRange * detectionRange)
ChaseTarget();The dot product tells you how aligned two vectors are.
# Is the target in front of us? (dot > 0 = in front, < 0 = behind)
var forward: Vector2 = Vector2.RIGHT.rotated(rotation)
var to_target: Vector2 = global_position.direction_to(target.global_position)
var dot: float = forward.dot(to_target)
if dot > 0.7: # roughly within ~45° cone
print("Target is ahead")
elif dot < -0.7:
print("Target is behind")Vector2 forward = Vector2.Right.Rotated(Rotation);
Vector2 toTarget = GlobalPosition.DirectionTo(target.GlobalPosition);
float dot = forward.Dot(toTarget);
if (dot > 0.7f) GD.Print("Target is ahead");The cross product gives a vector perpendicular to two input vectors.
# Get the surface normal from two edge vectors
var edge1: Vector3 = vertex_b - vertex_a
var edge2: Vector3 = vertex_c - vertex_a
var normal: Vector3 = edge1.cross(edge2).normalized()Vector3 edge1 = vertexB - vertexA;
Vector3 edge2 = vertexC - vertexA;
Vector3 normal = edge1.Cross(edge2).Normalized();A 2D transform holds position, rotation, and scale.
# Get the global transform
var xform: Transform2D = global_transform
# Convert between local and global space
var local_point: Vector2 = to_local(global_point)
var world_point: Vector2 = to_global(local_point)
# Apply transform to a point
var transformed: Vector2 = xform * Vector2(10, 0) # point in local space → global
# Inverse transform
var local: Vector2 = xform.affine_inverse() * global_pointTransform2D xform = GlobalTransform;
Vector2 localPoint = ToLocal(globalPoint);
Vector2 worldPoint = ToGlobal(localPoint);
Vector2 transformed = xform * new Vector2(10, 0);
Vector2 local = xform.AffineInverse() * globalPoint;# Basis holds rotation and scale as 3 column vectors
var basis: Basis = global_transform.basis
# Forward direction (looking along -Z in Godot)
var forward: Vector3 = -basis.z
var right: Vector3 = basis.x
var up: Vector3 = basis.y
# Look at a target
look_at(target.global_position, Vector3.UP)
# Rotate around an axis
rotate_y(deg_to_rad(90.0))
rotate_object_local(Vector3.UP, deg_to_rad(45.0))
# Interpolate between two transforms (smooth transition)
var a: Transform3D = $Start.global_transform
var b: Transform3D = $End.global_transform
global_transform = a.interpolate_with(b, 0.5) # halfwayBasis basis = GlobalTransform.Basis;
Vector3 forward = -basis.Z;
Vector3 right = basis.X;
Vector3 up = basis.Y;
LookAt(target.GlobalPosition, Vector3.Up);
RotateY(Mathf.DegToRad(90.0f));
Transform3D a = GetNode<Node3D>("Start").GlobalTransform;
Transform3D b = GetNode<Node3D>("End").GlobalTransform;
GlobalTransform = a.InterpolateWith(b, 0.5f);Basis.is_orthonormal() (const) returns true if the basis is orthogonal (axes perpendicular to each other) and normalized (every axis has length 1.0) — especially useful during physics calculations. It complements orthonormalized(): check first, and only re-orthonormalize when accumulated floating-point drift has denormalized the basis.
if not global_transform.basis.is_orthonormal():
global_transform.basis = global_transform.basis.orthonormalized()if (!GlobalTransform.Basis.IsOrthonormal())
{
GlobalTransform = new Transform3D(
GlobalTransform.Basis.Orthonormalized(), GlobalPosition);
}# Interpolate between two values (t = 0.0 to 1.0)
var mid: float = lerp(0.0, 100.0, 0.5) # 50.0
var pos: Vector2 = lerp(start_pos, end_pos, 0.75) # 75% of the way
# Smooth following — lerp with delta for frame-rate independence
func _process(delta: float) -> void:
position = position.lerp(target_position, 5.0 * delta)float mid = Mathf.Lerp(0.0f, 100.0f, 0.5f);
Vector2 pos = startPos.Lerp(endPos, 0.75f);
public override void _Process(double delta)
{
Position = Position.Lerp(targetPosition, 5.0f * (float)delta);
}Warning:
lerp(a, b, speed * delta)is frame-rate dependent and never fully reaches the target. For precise movement, usemove_toward()instead.
# Move exactly `speed * delta` units toward target each frame
position.x = move_toward(position.x, target_x, speed * delta)
# Vector version
position = position.move_toward(target_position, speed * delta)float newX = Mathf.MoveToward(Position.X, targetX, speed * (float)delta);
Position = Position.MoveToward(targetPosition, speed * (float)delta);For smooth rotation interpolation (preserves arc, not straight line).
# Quaternion slerp for smooth 3D rotation
var current_quat: Quaternion = global_transform.basis.get_rotation_quaternion()
var target_quat: Quaternion = target_transform.basis.get_rotation_quaternion()
var result: Quaternion = current_quat.slerp(target_quat, 5.0 * delta)
global_transform.basis = Basis(result)Quaternion currentQuat = GlobalTransform.Basis.GetRotationQuaternion();
Quaternion targetQuat = targetTransform.Basis.GetRotationQuaternion();
Quaternion result = currentQuat.Slerp(targetQuat, 5.0f * (float)delta);
GlobalTransform = new Transform3D(new Basis(result), GlobalPosition);# Returns 0.0 when x <= from, 1.0 when x >= to, smooth curve between
var t: float = smoothstep(0.0, 10.0, distance) # 0→1 as distance goes 0→10
# Useful for soft thresholds (fog density, volume falloff)
var fog_intensity: float = smoothstep(50.0, 100.0, camera_distance)# Smooth interpolation using 4 control points (catmull-rom style)
var point: Vector2 = p1.cubic_interpolate(p2, p0, p3, t)
# p0 = before start, p1 = start, p2 = end, p3 = after end| Function | Speed | Reaches Target | Smooth | Use For |
|---|---|---|---|---|
lerp(a, b, t) | Variable | Only at t=1 | Yes | UI transitions, blending |
move_toward() | Constant | Yes | No | Movement, timers |
slerp() | Variable | Only at t=1 | Yes | Rotation blending |
smoothstep() | S-curve | Soft threshold | Yes | Fog, volume, thresholds |
cubic_interpolate() | Variable | Only at t=1 | Very | Paths, camera rails |
Curve resource for value-over-time (e.g., damage falloff curves). Path2D / Path3D for spatial paths sampled by PathFollow2D / PathFollow3D — use for moving platforms, missile guidance, camera rails.
See references/curves-and-paths.md for
Curvesetup, Path nodes, PathFollow properties.
Global functions (randf(), randi() % N, randf_range(a, b)) for one-shot randomness. RandomNumberGenerator for seeded, reproducible randomness (procgen, replay, save-state). Weighted selection via cumulative-sum or alias method.
See references/random-numbers.md for full GDScript on each pattern, plus
FastNoiseLitefor procedural generation noise.
Five recipes: look at target (2D Vector2.angle_to_point), orbit around a point (polar coordinates), sine-wave bob (floating UI elements, treasure), angle wrapping (-PI..PI canonicalization), clamped approach with deadzone (analog input + small-input ignore).
See references/game-math-recipes.md for ready-to-use code on each recipe.
| Symptom | Cause | Fix |
|---|---|---|
lerp never reaches target | Using lerp(a, b, speed * delta) each frame | Use move_toward() for exact arrival |
| Rotation jumps at 180° | Using lerp instead of lerp_angle | Always use lerp_angle() for angle interpolation |
| Object faces wrong direction (3D) | Forgot Godot uses -Z as forward | Forward direction is -global_transform.basis.z |
| Distance check too slow | Calling distance_to on many objects | Use distance_squared_to and compare against range * range |
| Normalized zero vector crashes | Calling normalized() on Vector2.ZERO | Check length() > 0 first, or use direction_to() |
| Transform interpolation looks wrong | Lerping euler angles instead of quaternions | Use Quaternion.slerp() or Transform3D.interpolate_with() |
| Random results repeat after restart | Using RandomNumberGenerator with fixed seed | Godot 4.x auto-seeds global RNG; for RandomNumberGenerator use randomize() or set seed |
| Noise values are all ~0 | frequency too low | Increase FastNoiseLite.frequency (try 0.01–0.1) |
distance_squared_to() for performancelerp_angle(), not lerp()-transform.basis.z, not +zmove_toward() is used when exact arrival at target is neededlerp(a, b, speed * delta) is understood as frame-rate dependent smooth following, not exact movementRandomNumberGenerator is used for deterministic/seeded randomness (procedural generation, replays)FastNoiseLite with appropriate frequency and seedPathFollow2D/3D with progress or progress_ratio© 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 3 other files (references) in skills/math-essentials of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Math Essentials 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 |
|---|---|---|---|---|---|---|
| Math Essentials this skilljame581/GodotPrompter | 792 | — | ~3.3k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 263 | — | ~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 implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes. Math Essentials is an agent skill from jame581/GodotPrompter.
Math Essentials fits situations like: implementing game math — vectors; random number generation; common geometric recipes.
Run `npx skills add jame581/GodotPrompter --skill math-essentials -a claude-code`. Or copy the skill folder (skills/math-essentials in jame581/GodotPrompter) into .claude/skills/math-essentials in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill math-essentials -a codex`. Or copy the skill folder (skills/math-essentials in jame581/GodotPrompter) into .agents/skills/math-essentials 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 math-essentials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/math-essentials, .gemini/skills/math-essentials, .github/skills/math-essentials and .opencode/skills/math-essentials in your project.
SKILL.md names no scripts, command-line tools or credentials: Math Essentials 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.
Math Essentials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.3k 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 1.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Math Essentials: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 263 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 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 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.