Godot Admob Mediation
poingstudios/godot-admob-plugin
Provides instructions to configure, integrate, and verify third-party mediation networks (AppLovin, Meta Audience Network, Unity Ads, etc.) in GDScript and C.
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
$ npx skills add jame581/GodotPrompter --skill mobile-development -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter mobile-development --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/mobile-development .claude/skills/mobile-development && 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 "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .claude/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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/mobile-developmentType 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 mobile-development -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter mobile-development --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/mobile-development .agents/skills/mobile-development && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .agents/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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 mobile-development -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter mobile-development --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/mobile-development .cursor/skills/mobile-development && 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 "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .cursor/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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/mobile-development--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 mobile-development -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter mobile-development --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/mobile-development .gemini/skills/mobile-development && 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 "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .gemini/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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 mobile-developmentInstalls 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 mobile-development -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/mobile-development .github/skills/mobile-development && 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 "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .github/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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 mobile-development -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 mobile-development --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/mobile-development .opencode/skills/mobile-development && 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 "mobile-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/mobile-development into .opencode/skills/mobile-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "mobile-development", 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.
mobile-developmentA 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. 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.
7 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.
Shell commands in SKILL.md call:
javaFrom 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.
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.
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). 862 words, ~3,270 tokens.
.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.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.
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:
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000Preset 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.
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.
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.The docs only show NotificationWMCloseRequest verbatim; these PascalCase names follow the same convention.
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;
}
}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.
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)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;
}
}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.
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])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}");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.
# 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)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.
// 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);
}
}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.
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#:
var cb = Callable.From((string content) => GD.Print(content));
var callback = JavaClassWrapper.CreateSamCallback("android.util.Printer", cb);
callback.Call("println", "Hello Godot World!");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).
func _ready():
var safe := DisplayServer.get_display_safe_area() # Rect2i
$UI.position = safe.position
$UI.size = safe.sizepublic 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
VirtualJoystickControl node instead of a hand-rolledTouchScreenButtonrig — see input-handling (§ 6, "VirtualJoystick (Godot 4.7+)") for the full API.
DisplayServer.orientation_changed(orientation: int) (Android/iOS) fires when the device orientation changes: 1 portrait, 2 landscape, 0 undefined.
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.public override void _Ready()
{
DisplayServer.Singleton.Connect(DisplayServer.SignalName.OrientationChanged,
Callable.From((long orientation) => RelayoutHud(orientation == 2)));
}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.
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
NOTIFICATION_APPLICATION_PAUSED (iOS ~5 s budget respected)get_display_safe_area(); notch/cutout handled© 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/mobile-development of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Mobile Development this skilljame581/GodotPrompter | 795 | — | ~3.3k | Automated safety check: Pass | MIT | |
| Godot Admob Mediationpoingstudios/godot-admob-plugin | 632 | — | ~364 | Automated safety check: Pass | MIT | |
| Godot Admob Migratepoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Mediationpoingstudios/godot-admob-plugin | 632 | — | ~2k | Automated safety check: Pass | MIT | |
| Syncpoingstudios/godot-admob-plugin | 632 | — | ~521 | Automated safety check: Pass | MIT | |
| Release Managerpoingstudios/godot-admob-plugin | 632 | — | ~357 | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to configure, integrate, and verify third-party mediation networks (AppLovin, Meta Audience Network, Unity Ads, etc.) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to migrate your Godot AdMob project between different plugin versions (e.g.
poingstudios/godot-admob-plugin
Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS.
poingstudios/godot-admob-plugin
Rigorous multi-platform feature synchronization for Godot AdMob.
poingstudios/godot-admob-plugin
Manage and execute AdMob plugin releases. An agent skill from poingstudios/godot-admob-plugin.
scenario-labs/skills
A skill your agent uses when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile…
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 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.
Mobile Development fits situations like: targeting Android/iOS — export and signing; in-app purchases; device features; mobile performance.
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.
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.
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.
Going by SKILL.md and its folder, Mobile Development needs the command-line tools its instructions call (java).
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.
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.
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.
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.
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.