Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
$ npx skills add jame581/GodotPrompter --skill responsive-ui -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter responsive-ui --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/responsive-ui .claude/skills/responsive-ui && 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 "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .claude/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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/responsive-uiType 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 responsive-ui -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter responsive-ui --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/responsive-ui .agents/skills/responsive-ui && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .agents/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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 responsive-ui -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter responsive-ui --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/responsive-ui .cursor/skills/responsive-ui && 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 "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .cursor/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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/responsive-ui--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 responsive-ui -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter responsive-ui --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/responsive-ui .gemini/skills/responsive-ui && 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 "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .gemini/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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 responsive-uiInstalls 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 responsive-ui -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/responsive-ui .github/skills/responsive-ui && 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 "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .github/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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 responsive-ui -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 responsive-ui --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/responsive-ui .opencode/skills/responsive-ui && 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 "responsive-ui" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/responsive-ui into .opencode/skills/responsive-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "responsive-ui", 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.
responsive-uiA skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Responsive UI is an agent skill from jame581/GodotPrompter. Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/adaptive-layouts.md`, `references/dpi-scaling.md` and `references/mobile.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.
9 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, csharp and bash).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom 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.
Responsive UI loads about 2.3k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,017 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). 1,017 words, ~2,348 tokens.
.claude/skills/responsive-ui/SKILL.md (or your agent's skills folder). This skill also uses 4 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: godot-ui for Control node layout and themes, export-pipeline for platform-specific export settings, godot-project-setup for initial project resolution settings, input-handling for touch vs desktop input adaptation, localization for layout adjustments per locale, mobile-development for safe-area and notch handling.
Configure base resolution and stretch behaviour in Project > Project Settings > Display > Window.
Key settings and their .godot/project.godot keys:
| Setting | project.godot key | Recommended value |
|---|---|---|
| Viewport width | window/size/viewport_width | 1920 (or your base design width) |
| Viewport height | window/size/viewport_height | 1080 (or your base design height) |
| Stretch mode | window/stretch/mode | canvas_items (most games) |
| Stretch aspect | window/stretch/aspect | expand (fill screen) or keep (letterbox) |
| Scale factor | window/stretch/scale | 1 (adjust for pixel art integer scaling) |
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep) — the recommendations above are now the out-of-the-box values. Projects created on older versions are unchanged (the property default is stilldisabled), so set both explicitly when upgrading. See the 4.7 migration guide.
These can also be set at runtime:
GDScript:
# Read current viewport size
var viewport_size: Vector2 = get_viewport().get_visible_rect().size
# Change stretch mode at runtime
ProjectSettings.set_setting("display/window/stretch/mode", "canvas_items")C#:
// Read current viewport size
Vector2I viewportSize = GetViewport().GetVisibleRect().Size;
// Change a project setting at runtime (takes effect next frame)
ProjectSettings.SetSetting("display/window/stretch/mode", "canvas_items");| Mode | project.godot value | Rendering | Best For |
|---|---|---|---|
canvas_items | "canvas_items" | Viewport rendered at design resolution, then upscaled — UI and 2D nodes scale smoothly | Most 2D and UI-heavy games |
viewport | "viewport" | Entire viewport is rendered at design resolution and stretched; no sub-pixel blending | Pixel art games needing pixel-perfect output |
disabled | "disabled" | No automatic scaling; every Control node must handle its own layout | Complex custom scaling, 3D games with a Control HUD |
When to choose each:
canvas_items — Default recommendation. Smooth scaling at any resolution. UI built with Control nodes and anchors responds naturally. Text and icons stay crisp at high DPI when combined with content_scale_factor.viewport — Locks rendering to the design resolution. Combined with integer scaling and nearest-neighbour filtering it gives a classic pixel-perfect look. Avoid for high-DPI displays unless you intentionally want chunky pixels.disabled — Use when you need full manual control, e.g. a 3D game where the UI must adapt to safe areas or unusual aspect ratios without Godot scaling it.Set via Project > Project Settings > Display > Window > Stretch > Aspect or the window/stretch/aspect key.
| Mode | Visual Result | When to Use |
|---|---|---|
keep | Letterbox (black bars top/bottom) or pillarbox (bars left/right) — design rect is preserved exactly | Games with a fixed layout that must not be cropped (e.g. score-based arcade, puzzle) |
expand | Screen is fully filled; the visible game area grows on wider or taller displays | Action games, platformers — more visible play area is a bonus, not a problem |
keep_width | Width is fixed; height expands on taller screens (mobile portrait) | Portrait mobile games where horizontal alignment is strict |
keep_height | Height is fixed; width expands on wider screens (landscape) | Landscape games where vertical alignment is strict (e.g. side-scroller HUD) |
expand with adaptive UI is the most versatile choice for games targeting both desktop and mobile. Anchor your HUD elements to screen edges so they follow the expanded visible area.
For crisp pixel-art games: Project Settings → Display → Window → Stretch → Mode = viewport, base resolution at native pixel size (e.g., 320×180), Window Size Override = 4× for editor preview. Use integer scaling to avoid sub-pixel blur.
See references/pixel-art-setup.md for full project settings, integer-scaling script, nearest-neighbour filter overrides.
For retina / high-DPI displays: set content_scale_factor to scale the entire UI proportionally. Query DisplayServer.screen_get_dpi() at runtime for adaptive scaling per device.
See references/dpi-scaling.md for the
content_scale_factorrecipe and DPI-querying patterns.
Four mobile-specific concerns: touch input (tap, swipe, multi-touch), safe-area insets (notch / dynamic island avoidance), orientation lock (portrait/landscape pinning), virtual keyboard (handle show/hide to avoid covering UI).
See references/mobile.md for full GDScript on each concern, plus iOS / Android nuances.
Anchor presets + Container nodes do most of the work. Use size_flags_horizontal/vertical (FILL, EXPAND, SHRINK_CENTER, SHRINK_END) to control how children consume container space. Detect runtime resolution changes via get_viewport().size_changed.
See references/adaptive-layouts.md for the anchor + container strategy, resolution-change detection, and the full
size_flagsreference.
In the editor viewport, use Editor > Editor Settings > Run > Window Placement to start the game at specific sizes, or use the viewport size selector in the 2D editor toolbar.
Add common test sizes under Project > Project Settings > Display > Window > Size > Test Width/Height to preview in the editor.
--resolution CLI FlagLaunch from the command line with an override resolution:
# Windows
godot.exe --path "C:/projects/mygame" --resolution 1280x720
# Linux / macOS
godot --path /projects/mygame --resolution 1280x720
# Run an exported binary at a specific size
./mygame.x86_64 --resolution 375x812| Resolution | Aspect | Common Use |
|---|---|---|
1920×1080 | 16:9 | Standard 1080p desktop / TV |
2560×1440 | 16:9 | 1440p high-DPI desktop |
1280×720 | 16:9 | Low-end desktop / minimum target |
640×360 | 16:9 | Pixel art base resolution (2× of 320×180) |
2732×2048 | 4:3 | iPad Pro — tests non-16:9 aspect ratios |
390×844 | ~19.5:9 | iPhone 14 portrait |
844×390 | ~19.5:9 | iPhone 14 landscape |
1080×2400 | 20:9 | Android tall portrait |
360×800 | ~20:9 | Android low-end portrait |
Strategy: Always test at your base design resolution, one resolution wider than 16:9 (e.g. 21:9 ultrawide), and one taller (e.g. mobile portrait). These three cases catch the most layout bugs.
viewport_width / viewport_height) matches the design canvas in the editorcanvas_items for most games, viewport for pixel artexpand unless fixed-layout content requires keepviewport stretch + Nearest texture filter + integer content_scale_factorControl nodes use anchors anchored to the nearest edge, not fixed position valuescustom_minimum_size set on buttons and interactive elements to prevent collapse below tap target size (minimum 44×44 px recommended for mobile)size_flags_horizontal / size_flags_vertical set to SIZE_EXPAND_FILL on elements that should fill spaceget_viewport().size_changed signal connected where layout must respond to window resizeDisplayServer.get_display_safe_area() and applied to a root MarginContainercontent_scale_factor set at startup based on DisplayServer.screen_get_dpi() for high-DPI / Retina displaysInputEventScreenTouch / InputEventScreenDrag, not mouse events aloneSCREEN_LANDSCAPE / SCREEN_PORTRAIT) or SCREEN_SENSOR where rotation is intended--resolution flag used in CI or playtest scripts to automate multi-resolution smoke tests© 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 4 other files (references) in skills/responsive-ui of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Responsive UI 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 |
|---|---|---|---|---|---|---|
| Responsive UI this skilljame581/GodotPrompter | 792 | — | ~2.3k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 263 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Works with
Categories
A skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation. Responsive UI is an agent skill from jame581/GodotPrompter.
Responsive UI fits situations like: handling multiple resolutions — stretch modes; mobile/desktop adaptation.
Run `npx skills add jame581/GodotPrompter --skill responsive-ui -a claude-code`. Or copy the skill folder (skills/responsive-ui in jame581/GodotPrompter) into .claude/skills/responsive-ui in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill responsive-ui -a codex`. Or copy the skill folder (skills/responsive-ui in jame581/GodotPrompter) into .agents/skills/responsive-ui 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 responsive-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/responsive-ui, .gemini/skills/responsive-ui, .github/skills/responsive-ui and .opencode/skills/responsive-ui in your project.
SKILL.md names no scripts, command-line tools or credentials: Responsive UI is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. 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.
Responsive UI is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.4k 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 3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Responsive UI: 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.