Agent skill

Mobile Development

by jame581 in jame581/GodotPrompter

A skill your agent uses when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

MITAuto-check passedMobile

Install Mobile Development

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

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

GitHub CLI
$ gh skill install jame581/GodotPrompter mobile-development --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/mobile-development .claude/skills/mobile-development && 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
mobile-development
GitHub stars
795
Token cost
~3.3k tokens
SKILL.md length
862 words
Files
4 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

  • Works in 7 steps: Export & signing → App lifecycle → Permissions → …
  • Targeting Android/iOS — export and signing
  • SKILL.md covers 1. Export & signing, 2. App lifecycle, 3. Permissions and 4. Calling Android APIs…, plus 4 more sections
  • Calls java

What it does

Mobile Development is an agent skill from jame581/GodotPrompter. Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

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/crash-debugging.md`, `references/iap-and-ads.md` and `references/plugins.md`).

It sits in Mobile, covering Game development and Mobile performance. It works with Android, Godot, iOS 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

  • Targeting Android/iOS — export and signing
  • In-app purchases
  • Device features
  • Mobile performance

Example prompts

  • “/mobile-development”

Workflow steps

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

  1. Export & signing
  2. App lifecycle
  3. Permissions
  4. Calling Android APIs (JavaClassWrapper) — Godot 4.4+
  5. Device features & safe area
  6. Mobile performance & renderer
  7. C# on mobile

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

    Shell commands in SKILL.md call:

    • java

    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

Mobile Development loads about 3.3k tokens when it runs, and up to ~6k if it reads all its reference files. Until then it costs about 43 tokens; SKILL.md has 862 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~43
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6k

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). 862 words, ~3,270 tokens.

Download SKILL.mdSave it as .claude/skills/mobile-development/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
mobile-development
description
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

Mobile Development

Ship a Godot 4.x game to Android and iOS. This covers the platform-specific deltas beyond a generic export: signing, lifecycle, permissions, plugins, IAP, device features, and the mobile renderer/perf budget.

Related skills: export-pipeline for the generic export flow and CI/CD, responsive-ui for safe-area layout, input-handling for touch, godot-optimization for mobile performance, csharp-godot for C# mobile caveats.


1. Export & signing

Android: OpenJDK 17 and the Android SDK; set Java SDK Path + Android SDK Path in Editor Settings (per-user, not per-project). Generate a release keystore:

bash
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000

Preset fields: Release / Release User / Release Password (keystore and key passwords must currently match); uncheck Export With Debug. AAB is mandatory for new Play uploads. CI env overrides: GODOT_ANDROID_KEYSTORE_RELEASE_{PATH,USER,PASSWORD}.

iOS: macOS + Xcode. Export needs an App Store Team ID + a reverse-DNS bundle Identifier; Godot generates an .xcodeproj you build from Xcode. The iOS simulator supports the Compatibility renderer only.

A custom Gradle build (Project → Install the Gradle Build template) is required for v2 plugins and IAP (Godot 4.2+). Since Godot 4.7 the Use Gradle Build export option is no longer marked experimental (GH-119172) — treat it as the standard path when you need plugins or IAP.

⚠️ Changed in Godot 4.7: Deprecated Google Play OBB expansion-file support was removed from the Android export. Projects still relying on APK expansion files must migrate to Play Asset Delivery or PCK patching. See GH-118283.


2. App lifecycle

Real Node notification constants: NOTIFICATION_APPLICATION_PAUSED (2015), NOTIFICATION_APPLICATION_RESUMED (2014), NOTIFICATION_APPLICATION_FOCUS_IN/_OUT (2016/2017), NOTIFICATION_WM_GO_BACK_REQUEST (1007, Android Back). There is no WM_CLOSE_REQUEST on mobile. Autosave on PAUSED; iOS gives ~5 s after pause to finish work before it kills the app.

GDScript
gdscript
func _notification(what: int) -> void:
    match what:
        NOTIFICATION_APPLICATION_PAUSED:
            SaveManager.save_game() # App backgrounded — persist now.
        NOTIFICATION_WM_GO_BACK_REQUEST:
            _confirm_quit()         # Android Back button.
C# Equivalent

The docs only show NotificationWMCloseRequest verbatim; these PascalCase names follow the same convention.

csharp
public override void _Notification(int what)
{
    switch ((long)what)
    {
        case NotificationApplicationPaused:
            SaveManager.SaveGame(); // App backgrounded — persist now.
            break;
        case NotificationWMGoBackRequest:
            ConfirmQuit();          // Android Back button.
            break;
    }
}
Picture-in-Picture (Android, Godot 4.7+)

DisplayServer.pip_mode_enter(window_id = 0) enters picture-in-picture mode; is_in_pip_mode(window_id = 0) reports the current state; pip_mode_set_aspect_ratio(numerator, denominator, window_id = 0) sets the PiP window's aspect ratio; pip_mode_set_auto_enter_on_background(auto_enter_on_background, window_id = 0) enters PiP automatically when the app goes to the background. Transitions arrive as Node notifications: NOTIFICATION_APPLICATION_PIP_MODE_ENTERED (2019) / NOTIFICATION_APPLICATION_PIP_MODE_EXITED (2020). All Android-only.

gdscript
func _ready() -> void:
    DisplayServer.pip_mode_set_aspect_ratio(16, 9)
    DisplayServer.pip_mode_set_auto_enter_on_background(true)

func _notification(what: int) -> void:
    match what:
        NOTIFICATION_APPLICATION_PIP_MODE_ENTERED:
            _set_minimal_hud(true)  # PiP window is tiny — hide non-essential UI.
        NOTIFICATION_APPLICATION_PIP_MODE_EXITED:
            _set_minimal_hud(false)
csharp
public override void _Ready()
{
    DisplayServer.PipModeSetAspectRatio(16, 9);
    DisplayServer.PipModeSetAutoEnterOnBackground(true);
}

public override void _Notification(int what)
{
    switch ((long)what)
    {
        case NotificationApplicationPipModeEntered:
            SetMinimalHud(true);  // PiP window is tiny — hide non-essential UI.
            break;
        case NotificationApplicationPipModeExited:
            SetMinimalHud(false);
            break;
    }
}

3. Permissions

Declare each permission in the export preset as permissions/<name>; request it at runtime with OS.request_permission(name). The result arrives via MainLoop's on_request_permissions_result(permission, granted). The permission must also be enabled in the preset, not just requested.

GDScript
gdscript
func _ready():
    if "android.permission.POST_NOTIFICATIONS" not in OS.get_granted_permissions():
        OS.request_permission("android.permission.POST_NOTIFICATIONS")
    get_tree().on_request_permissions_result.connect(_on_perm_result)

func _on_perm_result(permission: String, granted: bool):
    print("%s granted: %s" % [permission, granted])
C# Equivalent
csharp
public override void _Ready()
{
    if (!OS.GetGrantedPermissions().Contains("android.permission.POST_NOTIFICATIONS"))
        OS.RequestPermission("android.permission.POST_NOTIFICATIONS");
    GetTree().OnRequestPermissionsResult += OnPermResult;
}

private void OnPermResult(string permission, bool granted)
    => GD.Print($"{permission} granted: {granted}");

4. Calling Android APIs (JavaClassWrapper) — Godot 4.4+

Godot 4.4+ only. JavaClassWrapper.wrap("<java.class>") calls Java/Kotlin classes with no plugin; the AndroidRuntime singleton (Engine.get_singleton("AndroidRuntime")) exposes getActivity(), getApplicationContext(), and createRunnableFromGodotCallable(callable).

The simpler cross-platform alternative needs no 4.4: Input.vibrate_handheld(duration_ms, amplitude) (requires the VIBRATE permission; iOS needs iOS 13+). See Plugins for the full JavaClassWrapper/AndroidRuntime API, Toast/Intent recipes, and inner-class syntax.

GDScript
gdscript
# Godot 4.4+ — requires the VIBRATE permission in the export preset.
func vibrate_ms(duration_ms: int) -> void:
    if Engine.has_singleton("AndroidRuntime"):
        var runtime := Engine.get_singleton("AndroidRuntime")
        var context := runtime.getApplicationContext()
        var vibrator := context.getSystemService("vibrator")
        if vibrator.hasVibrator():
            var Effect = JavaClassWrapper.wrap("android.os.VibrationEffect")
            var effect = Effect.createOneShot(duration_ms, Effect.DEFAULT_AMPLITUDE)
            vibrator.vibrate(effect)
C# Equivalent

The docs are GDScript-only here; the exact C# Variant-marshaling chain (.AsGodotObject() on each Java return) is untested against a device — verify on a real 4.4+ Android build.

csharp
// Godot 4.4+ — requires the VIBRATE permission in the export preset.
public void VibrateMs(int durationMs)
{
    if (!Engine.HasSingleton("AndroidRuntime")) return;
    var runtime = Engine.GetSingleton("AndroidRuntime");
    var context = runtime.Call("getApplicationContext").AsGodotObject();
    var vibrator = context.Call("getSystemService", "vibrator").AsGodotObject();
    if (vibrator.Call("hasVibrator").AsBool())
    {
        var effect = JavaClassWrapper.Wrap("android.os.VibrationEffect");
        var oneShot = effect.Call("createOneShot", durationMs, effect.Get("DEFAULT_AMPLITUDE"));
        vibrator.Call("vibrate", oneShot);
    }
}
Implementing Java Interfaces from Script (Godot 4.7+)

JavaClassWrapper.create_proxy(object: Object, interfaces: PackedStringArray) -> JavaObject implements the given Java interfaces using a Godot object — the object's method signatures must match the Java interfaces' method signatures, and Java calls route to the matching method. create_sam_callback(sam_interface: String, callable: Callable) -> JavaObject covers single-abstract-method (SAM) interfaces with a Callable matching the SAM method's parameters and return type. Both return null on every platform except Android.

gdscript
class PrintProxy:
    func println(content: String) -> void:
        print(content)

func _demo() -> void:
    var print_proxy := PrintProxy.new()
    var printer := JavaClassWrapper.create_proxy(print_proxy, ["android.util.Printer"])
    printer.println("Hello Godot World!")

    var cb := func(content: String) -> void: print(content)
    var callback := JavaClassWrapper.create_sam_callback("android.util.Printer", cb)
    callback.println("Hello Godot World!")

The docs are GDScript-only here. CreateProxy matches methods by their registered name, so a C# implementation class would need method names matching the Java interface exactly — prefer CreateSamCallback from C#:

csharp
var cb = Callable.From((string content) => GD.Print(content));
var callback = JavaClassWrapper.CreateSamCallback("android.util.Printer", cb);
callback.Call("println", "Hello Godot World!");

Show full SKILL.md (311 more words)Show less

5. Device features & safe area

DisplayServer.get_display_safe_area() -> Rect2i (Android/iOS) returns the usable region inside notches/cutouts; get_display_cutouts() (Android) lists the cutout rects. Motion sensors live on Input (get_accelerometer/gravity/gyroscope/magnetometer, returning Vector3, Android/iOS only).

GDScript
gdscript
func _ready():
    var safe := DisplayServer.get_display_safe_area() # Rect2i
    $UI.position = safe.position
    $UI.size = safe.size
C# Equivalent
csharp
public override void _Ready()
{
    Rect2I safe = DisplayServer.GetDisplaySafeArea();
    var ui = GetNode<Control>("UI");
    ui.Position = safe.Position;
    ui.Size = safe.Size;
}

Native file dialogs (DisplayServer.file_dialog_show()) are supported on Android; since Godot 4.7 the native file picker works on all devices — the Android version check gating FEATURE_NATIVE_DIALOG_FILE support was removed (GH-115257).

Godot 4.7+: For on-screen touch joysticks, use the built-in VirtualJoystick Control node instead of a hand-rolled TouchScreenButton rig — see input-handling (§ 6, "VirtualJoystick (Godot 4.7+)") for the full API.

Device Orientation Signal (Godot 4.7+)

DisplayServer.orientation_changed(orientation: int) (Android/iOS) fires when the device orientation changes: 1 portrait, 2 landscape, 0 undefined.

gdscript
func _ready() -> void:
    DisplayServer.orientation_changed.connect(_on_orientation_changed)

func _on_orientation_changed(orientation: int) -> void:
    _relayout_hud(orientation == 2)  # 1 portrait, 2 landscape, 0 undefined.
csharp
public override void _Ready()
{
    DisplayServer.Singleton.Connect(DisplayServer.SignalName.OrientationChanged,
        Callable.From((long orientation) => RelayoutHud(orientation == 2)));
}

6. Mobile performance & renderer

Use the Mobile (or Compatibility) renderer; the iOS simulator is Compatibility-only. Enable rendering/textures/vram_compression/import_etc2_astc = true (ETC2/ASTC) for Android texture compression. Keep single-arch APKs small; AABs split per-device automatically. Defer deep draw-call/batching tuning to godot-optimization.


7. C# on mobile

C# Android/iOS export is Godot 4.2+ but experimental. Android C# export requires .NET 9+ (with Godot 4.5); iOS export only from macOS, and the simulator templates are x64-only. C# cannot export to Web. Test the C# export pipeline early — it is the riskiest part of a C# mobile project.

Deeper: Plugins (Android v2 / iOS) · In-app purchases & ads · Crash debugging


Implementation Checklist

  • Release keystore (Android) / provisioning + Team ID (iOS) configured
  • AAB for Play uploads; Gradle build installed if using v2 plugins or IAP
  • Autosave wired to NOTIFICATION_APPLICATION_PAUSED (iOS ~5 s budget respected)
  • Required permissions enabled in the preset AND requested at runtime
  • JavaClassWrapper usage labeled Godot 4.4+; fallbacks for 4.3 if needed
  • UI anchored inside get_display_safe_area(); notch/cutout handled
  • Mobile/Compatibility renderer + ETC2/ASTC compression enabled
  • C# projects: verified .NET 9+ for Android export
  • Play OBB/APK expansion files migrated to Play Asset Delivery or PCK patching (removed in Godot 4.7)
  • PiP (Android): aspect ratio + auto-enter configured; HUD reacts to the PIP_MODE notifications (Godot 4.7+)

© 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 3 other files (references) in skills/mobile-development of jame581/GodotPrompter.

  • SKILL.md
  • references/crash-debugging.md
  • references/iap-and-ads.md
  • references/plugins.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Mobile Development 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.

Mobile Development compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Mobile Development this skilljame581/GodotPrompter795—~3.3kAutomated safety check: PassMIT
Godot Admob Mediationpoingstudios/godot-admob-plugin632—~364Automated safety check: PassMIT
Godot Admob Migratepoingstudios/godot-admob-plugin632—~1kAutomated safety check: PassMIT
Mediationpoingstudios/godot-admob-plugin632—~2kAutomated safety check: PassMIT
Syncpoingstudios/godot-admob-plugin632—~521Automated safety check: PassMIT
Release Managerpoingstudios/godot-admob-plugin632—~357Automated safety check: PassMIT

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Questions about Mobile Development

What does Mobile Development do?

A skill your agent uses when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance. Mobile Development is an agent skill from jame581/GodotPrompter.

When should I use Mobile Development?

Mobile Development fits situations like: targeting Android/iOS — export and signing; in-app purchases; device features; mobile performance.

How do I install Mobile Development in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill mobile-development -a claude-code`. Or copy the skill folder (skills/mobile-development in jame581/GodotPrompter) into .claude/skills/mobile-development in your project. Claude Code loads it when a task matches its description.

How do I install Mobile Development in Codex?

Run `npx skills add jame581/GodotPrompter --skill mobile-development -a codex`. Or copy the skill folder (skills/mobile-development in jame581/GodotPrompter) into .agents/skills/mobile-development in your project. Codex loads it when a task matches its description.

Can I use Mobile Development 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 mobile-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mobile-development, .gemini/skills/mobile-development, .github/skills/mobile-development and .opencode/skills/mobile-development in your project.

What does Mobile Development need to run?

Going by SKILL.md and its folder, Mobile Development needs the command-line tools its instructions call (java).

Does Mobile Development 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 Mobile Development 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 Mobile Development use?

Mobile Development 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 Mobile Development use?

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 2.7k tokens, read only when the agent opens those files.

What are the alternatives to Mobile Development?

Skills that share tags, products or a category with Mobile Development: Godot Admob Mediation (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Migrate (poingstudios/godot-admob-plugin, 632 stars), Mediation (poingstudios/godot-admob-plugin, 632 stars) and Sync (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mobile Development?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 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.