Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
$ npx skills add jame581/GodotPrompter --skill resource-pattern -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter resource-pattern --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/resource-pattern .claude/skills/resource-pattern && 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 "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .claude/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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/resource-patternType 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 resource-pattern -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter resource-pattern --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/resource-pattern .agents/skills/resource-pattern && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .agents/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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 resource-pattern -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter resource-pattern --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/resource-pattern .cursor/skills/resource-pattern && 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 "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .cursor/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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/resource-pattern--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 resource-pattern -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter resource-pattern --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/resource-pattern .gemini/skills/resource-pattern && 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 "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .gemini/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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 resource-patternInstalls 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 resource-pattern -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/resource-pattern .github/skills/resource-pattern && 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 "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .github/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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 resource-pattern -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 resource-pattern --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/resource-pattern .opencode/skills/resource-pattern && 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 "resource-pattern" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/resource-pattern into .opencode/skills/resource-pattern/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "resource-pattern", 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.
resource-patternA skill your agent uses when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
Resource Pattern is an agent skill from jame581/GodotPrompter. Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/collections.md`, `references/configuration-pattern.md` and `references/editor-integration.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.
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.
Resource Pattern loads about 3.1k tokens when it runs, and up to ~6.5k if it reads all its reference files. Until then it costs about 34 tokens; SKILL.md has 819 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). 819 words, ~3,125 tokens.
.claude/skills/resource-pattern/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Resources are Godot's built-in data containers. Use them for configuration, item definitions, character stats, and any data that lives outside the scene tree. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: inventory-system for Resource-based item definitions, save-load for Resource serialization, component-system for data-driven component configuration, ability-system for Resource-based ability definitions built on this pattern.
A Resource is a reference-counted data object that:
.tres (text) or .res (binary) file on diskBecause Resources are shared by default, they are ideal for read-only data (item definitions, audio settings, ability blueprints). For per-instance mutable state, call make_unique() or duplicate() — see section 8.
| Use Case | Example Resource | Alternative |
|---|---|---|
| Item definitions | ItemData with name, icon, value | Dictionary (loses type safety) |
| Enemy configuration | EnemyStats with health, speed, damage | Exported vars on Node (not reusable) |
| Character stats | CharacterStats with base values | Autoload (global state, hard to test) |
| Ability definitions | AbilityData with cooldown, cost, effect | Hardcoded constants |
| Level metadata | LevelConfig with music, time limit, goals | JSON (no editor integration) |
| Audio / visual themes | UIThemeData with color palette, fonts | Theme resource (same idea, built-in) |
| Dialogue trees | DialogueLine referencing next line | JSON (no type checking) |
Use a custom Resource any time you want Inspector editing + typed data + sharing across scenes.
# item_data.gd
class_name ItemData
extends Resource
enum ItemType { WEAPON, ARMOUR, CONSUMABLE, QUEST }
@export var name: String = ""
@export var description: String = ""
@export var icon: Texture2D
@export var value: int = 0
@export var item_type: ItemType = ItemType.CONSUMABLECreate an instance in the editor: right-click the FileSystem panel → New Resource → choose ItemData. Fill in the Inspector fields and save as res://data/items/health_potion.tres.
Load it at runtime:
var potion: ItemData = load("res://data/items/health_potion.tres")
print(potion.name) # "Health Potion"
print(potion.value) # 50// ItemData.cs
using Godot;
[GlobalClass]
public partial class ItemData : Resource
{
public enum ItemType { Weapon, Armour, Consumable, Quest }
[Export] public string Name { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public Texture2D Icon { get; set; }
[Export] public int Value { get; set; } = 0;
[Export] public ItemType Type { get; set; } = ItemType.Consumable;
}
[GlobalClass]is required in C# so the editor recognizes the class and shows it in New Resource.
var potion = GD.Load<ItemData>("res://data/items/health_potion.tres");
GD.Print(potion.Name); // "Health Potion"
GD.Print(potion.Value); // 50Use class_name, @tool, and @icon to make custom Resources first-class in the Inspector — they appear in the Resource picker, can be created via right-click "New Resource", show a custom icon. @export_group and @export_subgroup organize properties.
See references/editor-integration.md for the full GDScript + C# pattern with
class_name,@icon,@export_group.
The strongest use case: data-driven game content. Loot tables, enemy stats, ability definitions, item catalogs all become custom Resources. Designers tweak .tres files in the Inspector; programmers wire the loader. Avoids JSON's loose schema and stringly-typed parsing.
See references/configuration-pattern.md for a worked LootTable + DropEntry example (GDScript + C#).
@export var entries: Array[Entry] = [] exposes a typed array in the Inspector — drag and drop multiple Resource files. For startup-loaded sets, use ResourcePreloader. For asset-folder discovery at runtime, walk DirAccess.
See references/collections.md for typed-array exports (v1.6.0 C# parity preserved),
ResourcePreloadersetup, and the directory-walking loader pattern.
| Aspect | Resource | Node |
|---|---|---|
| Purpose | Data storage and configuration | Behavior, rendering, physics, input |
| Scene tree | Not in the tree | Lives in the scene tree |
| Lifecycle hooks | None (_init only) | _ready, _process, _physics_process, etc. |
| Sharing | Shared by default (same path = same object) | Each instance is independent |
| Serialization | Saved as .tres / .res, Inspector-editable | Saved inside .tscn |
| Signals | Supported | Supported |
| Use for | Item data, stats, config, ability blueprints | Player, enemy, UI widgets, cameras |
| Avoid for | Anything needing per-frame updates or scene queries | Static data that never changes at runtime |
Rule of thumb: if it has no behavior and no need to exist in the scene tree, make it a Resource. If it needs to move, render, receive input, or run per-frame logic, make it a Node.
By default, Resources are shared by reference. Two scenes referencing res://items/sword.tres see the SAME instance — mutating one mutates both. Use .duplicate() (shallow) or .duplicate(true) (deep) for instance-local state.
See references/sharing-vs-unique.md for the full pattern (v1.6.0 C# parity preserved).
ResourceSaver.save(resource, path) writes to a .tres (text) or .res (binary) file. Use for save games (where the schema lives in code as a Resource subclass) instead of hand-rolled JSON when you want strong typing.
See references/saving-resources.md for the full save/load pattern (GDScript + C#) and security caveat (never load
.tresfrom untrusted sources — they execute embedded GDScript).
duplicate() — accidental shared state# BAD — all enemies share the same EnemyStats object.
# Damaging one enemy damages all of them.
class_name Enemy
extends CharacterBody2D
@export var stats: EnemyStats # loaded from .tres, shared
func take_damage(amount: int) -> void:
stats.health -= amount # mutates the shared Resource!# GOOD — each enemy owns its own copy.
func _ready() -> void:
stats = stats.duplicate() # now safe to mutate# BAD — Resources have no scene tree access, no _process, no signals from nodes.
class_name EnemyStats
extends Resource
func update_health_regen(delta: float) -> void:
# Can't call get_tree(), can't read Input, can't access nodes.
# This logic belongs in a Node.
health = min(health + regen_rate * delta, max_health)# GOOD — keep logic in Nodes, data in Resources.
# enemy.gd
func _process(delta: float) -> void:
_current_health = minf(_current_health + stats.regen_rate * delta, stats.max_health)# BAD — one Resource holds everything; impossible to reuse parts.
class_name GameConfig
extends Resource
@export var player_health: int
@export var player_speed: float
@export var enemy_goblin_health: int
@export var enemy_goblin_speed: float
@export var enemy_troll_health: int
# ... 200 more properties# GOOD — small focused Resources, composed together.
class_name PlayerConfig
extends Resource
@export var health: int = 100
@export var speed: float = 200.0class_name EnemyConfig
extends Resource
@export var health: int = 50
@export var speed: float = 80.0// ❌ Anti-pattern: mutating a shared Resource — accidental shared state
// All enemies share the same EnemyStats object loaded from the .tres file.
// Damaging one enemy damages all of them.
[GlobalClass]
public partial class Enemy : CharacterBody2D
{
[Export] public EnemyStats Stats; // loaded from .tres, shared by default
public void TakeDamage(int amount)
{
Stats.Health -= amount; // mutates the shared Resource — affects every Enemy!
}
}
// ✅ Correct: duplicate before mutating so each instance owns its own copy.
public partial class EnemyGood : CharacterBody2D
{
[Export] public EnemyStats Stats;
public override void _Ready()
{
Stats = (EnemyStats)Stats.Duplicate(); // now safe to mutate independently
}
public void TakeDamage(int amount)
{
Stats.Health -= amount; // only affects this instance
}
}
// ❌ Anti-pattern: game logic inside a Resource
// Resources have no scene-tree access, no _Process, and cannot call GetTree() or read Input.
[GlobalClass]
public partial class EnemyStatsBad : Resource
{
[Export] public float Health { get; set; }
[Export] public float MaxHealth { get; set; }
[Export] public float RegenRate { get; set; }
// This logic belongs in a Node, not a Resource.
public void UpdateHealthRegen(double delta)
{
// Cannot call GetTree(), cannot access nodes, cannot read Input.
Health = Mathf.Min(Health + RegenRate * (float)delta, MaxHealth);
}
}
// ✅ Correct: keep logic in Nodes, data in Resources.
public partial class EnemyCorrect : CharacterBody2D
{
[Export] public EnemyStats Stats;
private float _currentHealth;
public override void _Ready()
{
Stats = (EnemyStats)Stats.Duplicate();
_currentHealth = Stats.MaxHealth;
}
public override void _Process(double delta)
{
_currentHealth = Mathf.Min(_currentHealth + Stats.RegenRate * (float)delta, Stats.MaxHealth);
}
}
// ❌ Anti-pattern: giant monolithic Resource
// One Resource holds everything; impossible to reuse individual pieces.
[GlobalClass]
public partial class GameConfigBad : Resource
{
[Export] public int PlayerHealth { get; set; }
[Export] public float PlayerSpeed { get; set; }
[Export] public int EnemyGoblinHealth { get; set; }
[Export] public float EnemyGoblinSpeed { get; set; }
[Export] public int EnemyTrollHealth { get; set; }
// ... 200 more properties
}
// ✅ Correct: small focused Resources, composed together.
[GlobalClass]
public partial class PlayerConfig : Resource
{
[Export] public int Health { get; set; } = 100;
[Export] public float Speed { get; set; } = 200.0f;
}
[GlobalClass]
public partial class EnemyConfig : Resource
{
[Export] public int Health { get; set; } = 50;
[Export] public float Speed { get; set; } = 80.0f;
}class_name so the editor can find it for New Resource[GlobalClass] attribute@export / [Export]@export_range used on numeric fields with designer-tunable bounds@export_group and @export_category used to organize Inspector layout for Resources with many fieldsduplicate()-d in _ready().tres used during development; .res considered for shipped production dataResourceSaver.save() return value checked and errors reported with push_error().tres / .res files never loaded from untrusted external sources© 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 5 other files (references) in skills/resource-pattern of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Resource Pattern 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 |
|---|---|---|---|---|---|---|
| Resource Pattern this skilljame581/GodotPrompter | 792 | — | ~3.1k | 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 creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration. Resource Pattern is an agent skill from jame581/GodotPrompter.
Resource Pattern fits situations like: creating data containers in Godot — custom Resources for configuration; editor integration.
Run `npx skills add jame581/GodotPrompter --skill resource-pattern -a claude-code`. Or copy the skill folder (skills/resource-pattern in jame581/GodotPrompter) into .claude/skills/resource-pattern in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill resource-pattern -a codex`. Or copy the skill folder (skills/resource-pattern in jame581/GodotPrompter) into .agents/skills/resource-pattern 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 resource-pattern -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/resource-pattern, .gemini/skills/resource-pattern, .github/skills/resource-pattern and .opencode/skills/resource-pattern in your project.
SKILL.md names no scripts, command-line tools or credentials: Resource Pattern 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.
Resource Pattern is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.1k 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 3.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Resource Pattern: 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.