Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
$ npx skills add jame581/GodotPrompter --skill particles-vfx -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter particles-vfx --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/particles-vfx .claude/skills/particles-vfx && 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 "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .claude/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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/particles-vfxType 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 particles-vfx -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter particles-vfx --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/particles-vfx .agents/skills/particles-vfx && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .agents/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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 particles-vfx -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter particles-vfx --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/particles-vfx .cursor/skills/particles-vfx && 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 "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .cursor/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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/particles-vfx--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 particles-vfx -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter particles-vfx --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/particles-vfx .gemini/skills/particles-vfx && 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 "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .gemini/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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 particles-vfxInstalls 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 particles-vfx -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/particles-vfx .github/skills/particles-vfx && 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 "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .github/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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 particles-vfx -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 particles-vfx --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/particles-vfx .opencode/skills/particles-vfx && 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 "particles-vfx" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx into .opencode/skills/particles-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles-vfx", 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.
particles-vfxA skill your agent uses when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Particles Vfx is an agent skill from jame581/GodotPrompter. Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `references/attractors-and-collision.md`, `references/flipbook-animation.md` and `references/performance-and-pitfalls.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.
11 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.
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.
Particles Vfx loads about 3k tokens when it runs, and up to ~8.7k if it reads all its reference files. Until then it costs about 46 tokens; SKILL.md has 980 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). 980 words, ~3,019 tokens.
.claude/skills/particles-vfx/SKILL.md (or your agent's skills folder). This skill also uses 7 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: shader-basics for custom particle shaders, 3d-essentials for lighting and environment that affect particles, 2d-essentials for 2D rendering context, tween-animation for code-driven VFX timing, godot-optimization for particle performance tuning.
| Node | Processing | Features | Use For |
|---|---|---|---|
GPUParticles2D | GPU | Full features, high counts, trails | Most 2D effects |
GPUParticles3D | GPU | Full features, attractors, collision | Most 3D effects |
CPUParticles2D | CPU | Simpler, no trails/attractors | Low-end devices, few particles |
CPUParticles3D | CPU | Simpler, no trails/attractors | Low-end devices, few particles |
Rule of thumb: Use GPU particles by default. Switch to CPU particles only for low-end/web targets or when you need CPU-side particle positions (e.g., spawning objects at particle locations).
You can convert between GPU and CPU particles in the editor: select the node → toolbar → Convert to CPUParticles2D/3D (or vice versa).
GPUParticles2D/3D
├── Process Material (ParticleProcessMaterial) ← physics, emission, color
├── Draw Pass 1 (Mesh) ← what each particle looks like
└── (Optional) Draw Pass 2-4 ← additional meshes| Property | Type | Description |
|---|---|---|
emitting | bool | Start/stop emission |
amount | int | Total particles alive at once |
lifetime | float | Seconds each particle lives |
one_shot | bool | Emit once then stop |
preprocess | float | Simulate this many seconds before first frame |
speed_scale | float | Time multiplier for particle physics |
explosiveness | float | 0.0 = spread over lifetime, 1.0 = all at once |
fixed_fps | int | Lock particle update rate (0 = match render FPS) |
local_coords | bool | Particles move with the node (true) or stay in world (false) |
draw_order | enum | Index, Lifetime, or Reverse Lifetime |
amount_ratio | float | Fraction of particles to emit (0.0–1.0) |
# Continuous emitter (fire, smoke, ambient dust)
$GPUParticles2D.one_shot = false
$GPUParticles2D.emitting = true
# One-shot burst (explosion, impact splash)
$GPUParticles2D.one_shot = true
$GPUParticles2D.emitting = false # arm it
# Later, trigger:
$GPUParticles2D.restart()
$GPUParticles2D.emitting = true// Continuous
var particles = GetNode<GpuParticles2D>("GPUParticles2D");
particles.OneShot = false;
particles.Emitting = true;
// One-shot burst
particles.OneShot = true;
particles.Emitting = false;
// Trigger:
particles.Restart();
particles.Emitting = true;GPUParticles3D gains TRANSFORM_ALIGN_LOCAL_BILLBOARD (= 4): each particle's Z axis faces the camera while preserving a given axis — X or Y, chosen via transform_align_axis. For billboarded particles, transform_align_channel_filter selects which custom channel to read to calculate their angle. ParticleProcessMaterial pairs this with per-axis rotation velocity: enable use_rotation_velocity_3d, then set rotation_velocity_3d_min/max (Vector3, on the particle's local axes) and optionally rotation_velocity_3d_curve (per-axis curve over lifetime).
# 3D only — billboard toward the camera while keeping the Y axis fixed.
# Assumes a ParticleProcessMaterial is assigned (section 1 setup).
$GPUParticles3D.transform_align = GPUParticles3D.TRANSFORM_ALIGN_LOCAL_BILLBOARD
$GPUParticles3D.transform_align_axis = RenderingServer.PARTICLES_ALIGN_AXIS_Y
var mat: ParticleProcessMaterial = $GPUParticles3D.process_material
mat.use_rotation_velocity_3d = true
mat.rotation_velocity_3d_min = Vector3(-2.0, 0.0, 0.0)
mat.rotation_velocity_3d_max = Vector3(2.0, 0.0, 0.0)// Assumes a ParticleProcessMaterial is assigned (section 1 setup).
var particles = GetNode<GpuParticles3D>("GPUParticles3D");
particles.TransformAlign = GpuParticles3D.TransformAlignEnum.LocalBillboard;
particles.TransformAlignAxis = RenderingServer.ParticlesTransformAlignAxis.Y;
var mat = (ParticleProcessMaterial)particles.ProcessMaterial;
mat.UseRotationVelocity3D = true;
mat.RotationVelocity3DMin = new Vector3(-2.0f, 0.0f, 0.0f);
mat.RotationVelocity3DMax = new Vector3(2.0f, 0.0f, 0.0f);The material drives per-particle behavior: emission shape (Point / Sphere / Box / Ring / Points / Directed Points), direction + spread + initial velocity, gravity, scale and color over lifetime (via scale_curve / color_ramp), damping, radial/tangential acceleration, and angular velocity.
See references/process-material-basics.md for the emission-shape table and GDScript + C# snippets for each property group.
Randomize scale and initial orientation per axis instead of uniformly. use_scale_3d enables scale_3d_min/max (Vector3 random scale per particle); use_rotation_3d enables rotation_3d_min/max (Vector3, degrees — works only in 3D).
mat.use_scale_3d = true
mat.scale_3d_min = Vector3(0.5, 1.0, 0.5)
mat.scale_3d_max = Vector3(1.0, 2.0, 1.0)
mat.use_rotation_3d = true # 3D only
mat.rotation_3d_min = Vector3(0.0, -180.0, 0.0) # degrees
mat.rotation_3d_max = Vector3(0.0, 180.0, 0.0)mat.UseScale3D = true;
mat.Scale3DMin = new Vector3(0.5f, 1.0f, 0.5f);
mat.Scale3DMax = new Vector3(1.0f, 2.0f, 1.0f);
mat.UseRotation3D = true; // 3D only
mat.Rotation3DMin = new Vector3(0.0f, -180.0f, 0.0f); // degrees
mat.Rotation3DMax = new Vector3(0.0f, 180.0f, 0.0f);particle_flag_inherit_emitter_scale (default false): if true, particles inherit the scale of the emitter node. Has no effect when local_coords is true, since particles in local space are already affected by the emitter's scale.
mat.particle_flag_inherit_emitter_scale = truemat.ParticleFlagInheritEmitterScale = true;The recipes most projects need: fire (2D, looped emission with hot-color gradient + scale-down), explosion burst (one-shot, high-amount short-lifetime), dust / footstep puff (one-shot, scale-up + rapid fade).
See references/vfx-recipes.md for ready-to-use GDScript wiring and recommended
ParticleProcessMaterialsettings for all three.
Set trail_enabled = true on GPUParticles2D/3D and assign a Mesh (RibbonTrailMesh or TubeTrailMesh). Trails are NOT supported in the Compatibility renderer.
See references/trails.md for the setup and trail-mesh-type comparison.
A particle can spawn another particle scene at lifecycle events (birth, collision, death, manual). Configure via ParticleProcessMaterial.SubEmitterMode + subemitter property on the parent particles node.
See references/subemitters.md for trigger modes, scene setup, GDScript and C# (v1.6.0 parity), and limitations.
⚠️ Changed in Godot 4.7: Subemitter velocity inheritance was reworked (GH-118062). With
sub_emitter_keep_velocity = true(defaultfalse), subemitted particles inherit the parent particle's velocity when they spawn. Subemitter effects authored on earlier versions may look different after upgrading — re-check initial velocity and spread on affected systems.
GPUParticlesAttractor*3D (Box / Sphere / Vector Field) pulls particles toward a region. GPUParticlesCollision*3D (Box / Sphere / SDF / HeightField) lets particles bounce off geometry. Both Forward+/Mobile only; no 2D equivalents.
See references/attractors-and-collision.md for full setup of each attractor and collision type.
Set turbulence_enabled = true on ParticleProcessMaterial and tune turbulence_noise_strength (0.5–2.0 typical), turbulence_noise_scale (lower = larger swirls), turbulence_noise_speed (animate the noise field). Cheap effect for "alive" smoke, fire, dust.
Sprite-sheet animated particles via ParticleProcessMaterial.AnimSpeedMin/Max + CanvasItemMaterial.ParticlesAnimHFrames/VFrames for the sheet layout. Particles cycle through frames over their lifetime.
See references/flipbook-animation.md for the full setup with GDScript + C# (v1.6.0 parity).
The biggest wins are the obvious ones: keep amount at the minimum that reads well, set fixed_fps = 30 for ambient systems, always set visibility_rect on 2D particles, and expose amount_ratio as a quality slider. Godot 4.7+ adds request_particles_process() for seeking a paused timeline.
Most "broken particles" reports are one of eleven known causes — invisible (no texture / no draw-pass mesh), vanishing (lifetime too short), one-shot not re-firing (needs restart() first), wrong direction (2D Y is inverted), or a base color silently overriding color_ramp.
Full performance table, the 4.7+ timeline-seek API, dynamic quality scaling (GDScript + C#), and the complete symptom/cause/fix table: references/performance-and-pitfalls.md
amount is set to the minimum needed for the visual effectlifetime matches the visual duration — not too short or too longone_shot is enabled for burst effects (explosions, impacts)preprocess is set for always-visible ambient effects (fire, smoke, dust)color_ramp fades alpha to 0 at the end so particles don't vanish abruptlyscale_curve shrinks particles over lifetime for natural fadelocal_coords is set correctly — true for attached effects, false for world-spacequeue_free after lifetime + marginvisibility_rect (2D) is set to prevent particles from being culled prematurelyamount_ratio for player-accessible quality settings© 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 7 other files (references) in skills/particles-vfx of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Particles Vfx 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 |
|---|---|---|---|---|---|---|
| Particles Vfx this skilljame581/GodotPrompter | 805 | — | ~3k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~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 particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes. Particles Vfx is an agent skill from jame581/GodotPrompter.
Particles Vfx fits situations like: implementing particle effects — GPUParticles2D/3D; particleProcessMaterial; emission shapes; common VFX recipes.
Run `npx skills add jame581/GodotPrompter --skill particles-vfx -a claude-code`. Or copy the skill folder (skills/particles-vfx in jame581/GodotPrompter) into .claude/skills/particles-vfx in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill particles-vfx -a codex`. Or copy the skill folder (skills/particles-vfx in jame581/GodotPrompter) into .agents/skills/particles-vfx 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 particles-vfx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/particles-vfx, .gemini/skills/particles-vfx, .github/skills/particles-vfx and .opencode/skills/particles-vfx in your project.
SKILL.md names no scripts, command-line tools or credentials: Particles Vfx is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Particles Vfx is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k 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 5.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Particles Vfx: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 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 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.