Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
$ npx skills add jame581/GodotPrompter --skill tween-animation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter tween-animation --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/tween-animation .claude/skills/tween-animation && 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 "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .claude/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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/tween-animationType 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 tween-animation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter tween-animation --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/tween-animation .agents/skills/tween-animation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .agents/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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 tween-animation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter tween-animation --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/tween-animation .cursor/skills/tween-animation && 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 "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .cursor/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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/tween-animation--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 tween-animation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter tween-animation --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/tween-animation .gemini/skills/tween-animation && 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 "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .gemini/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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 tween-animationInstalls 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 tween-animation -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/tween-animation .github/skills/tween-animation && 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 "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .github/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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 tween-animation -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 tween-animation --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/tween-animation .opencode/skills/tween-animation && 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 "tween-animation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation into .opencode/skills/tween-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tween-animation", 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.
tween-animationA skill your agent uses when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
Tween Animation is an agent skill from jame581/GodotPrompter. Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/common-recipes.md`, `references/lifecycle.md` and `references/looping-and-signals.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.
10 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.
Tween Animation loads about 3.5k tokens when it runs, and up to ~6.2k if it reads all its reference files. Until then it costs about 40 tokens; SKILL.md has 883 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). 883 words, ~3,513 tokens.
.claude/skills/tween-animation/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: animation-system for AnimationPlayer/AnimationTree (keyframe-based), godot-ui for UI transitions, shader-basics for tweening shader parameters, camera-system for camera shake and transitions, math-essentials for easing curves and interpolation math, particles-vfx for code-driven VFX timing and sequencing.
| Feature | Tween (code-driven) | AnimationPlayer (data-driven) |
|---|---|---|
| Setup | Code only — no editor needed | Animation panel with keyframes |
| Best for | Procedural motion, UI transitions, VFX | Complex multi-track, artist-driven clips |
| Reusability | Recreated per use — lightweight | Saved as resources, reusable across scenes |
| Blending | No — one tween per property at a time | Yes — AnimationTree supports blending |
| Method calls | tween_callback() at any point | Call Method tracks at keyframed times |
Rule of thumb: Use Tweens for one-off procedural animations (fade in, bounce, slide). Use AnimationPlayer for repeating, artist-tuned animations (walk cycle, attack sequence).
Tweens are created from any Node and auto-bind to it. When the node is freed, the tween stops automatically.
# Creates a tween bound to this node
var tween := create_tween()
tween.tween_property(self, "position", Vector2(400, 300), 1.0)var tween = CreateTween();
tween.TweenProperty(this, "position", new Vector2(400, 300), 1.0f);Important: Each call to
create_tween()creates a new tween. Previous tweens on the same property are not automatically killed — they compete. Kill old tweens before creating new ones on the same property if you don't want conflicts.
var tween := create_tween()
# Animate position over 0.5 seconds
tween.tween_property($Sprite2D, "position", Vector2(200, 100), 0.5)
# Animate modulate alpha (fade out)
tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.3)var tween = CreateTween();
tween.TweenProperty(GetNode("Sprite2D"), "position", new Vector2(200, 100), 0.5);
tween.TweenProperty(GetNode("Sprite2D"), "modulate:a", 0.0f, 0.3);Sub-property access: Use : to target individual components — "position:x", "modulate:a", "scale:y".
var tween := create_tween()
tween.tween_property(self, "position", Vector2.ZERO, 0.5)
tween.tween_callback(func(): print("Arrived!"))
tween.tween_callback(queue_free)var tween = CreateTween();
tween.TweenProperty(this, "position", Vector2.Zero, 0.5f);
tween.TweenCallback(Callable.From(() => GD.Print("Arrived!")));
tween.TweenCallback(Callable.From(QueueFree));var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.3) # fade out
tween.tween_interval(1.0) # wait 1 second
tween.tween_property(self, "modulate:a", 1.0, 0.3) # fade back invar tween = CreateTween();
tween.TweenProperty(this, "modulate:a", 0.0f, 0.3);
tween.TweenInterval(1.0f);
tween.TweenProperty(this, "modulate:a", 1.0f, 0.3);# Animate a method that receives interpolated float values
func _ready() -> void:
var tween := create_tween()
tween.tween_method(_set_health_bar, 100.0, 0.0, 2.0)
func _set_health_bar(value: float) -> void:
$HealthBar.value = value
$HealthLabel.text = "%d%%" % int(value)public override void _Ready()
{
var tween = CreateTween();
tween.TweenMethod(Callable.From<float>(SetHealthBar), 100.0f, 0.0f, 2.0f);
}
private void SetHealthBar(float value)
{
GetNode<ProgressBar>("HealthBar").Value = value;
GetNode<Label>("HealthLabel").Text = $"{(int)value}%";
}By default, tweeners run sequentially — each waits for the previous to finish.
var tween := create_tween()
tween.tween_property(self, "position:x", 300.0, 0.5) # Step 1
tween.tween_property(self, "position:y", 200.0, 0.5) # Step 2 (after Step 1)
tween.tween_property(self, "rotation", PI, 0.3) # Step 3 (after Step 2)set_parallel(true) — All tweeners run at oncevar tween := create_tween().set_parallel(true)
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "rotation", PI, 0.5)
tween.tween_property(self, "modulate:a", 0.5, 0.5)var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "rotation", Mathf.Pi, 0.5f);
tween.TweenProperty(this, "modulate:a", 0.5f, 0.5f);chain() — Switch back to sequential mid-tweenvar tween := create_tween().set_parallel(true)
# These two run at the same time
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "scale", Vector2(2, 2), 0.5)
# Switch back to sequential for the next step
tween.chain().tween_property(self, "modulate:a", 0.0, 0.3)
tween.tween_callback(queue_free)var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "scale", new Vector2(2, 2), 0.5f);
tween.Chain().TweenProperty(this, "modulate:a", 0.0f, 0.3f);
tween.TweenCallback(Callable.From(QueueFree));parallel() — Make the next tweener parallel with the previousvar tween := create_tween()
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
# This runs at the same time as position, not after
tween.parallel().tween_property(self, "rotation", PI, 0.5)
# This runs after both finish (back to sequential)
tween.tween_callback(func(): print("done"))var tween := create_tween()
# Set defaults for the entire tween
tween.set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position", Vector2(400, 300), 0.6)var tween = CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "position", new Vector2(400, 300), 0.6f);var tween := create_tween()
# This tweener uses bounce, overriding the tween default
tween.tween_property(self, "position:y", 0.0, 0.5) \
.set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)var tween = CreateTween();
tween.TweenProperty(this, "position:y", 0.0f, 0.5f)
.SetTrans(Tween.TransitionType.Bounce)
.SetEase(Tween.EaseType.Out);| Transition | Character | Common Use |
|---|---|---|
TRANS_LINEAR | Constant speed | Progress bars, timers |
TRANS_SINE | Gentle acceleration | Subtle UI animations |
TRANS_QUAD | Moderate curve | General movement |
TRANS_CUBIC | Smooth curve | Most UI transitions |
TRANS_QUART | Strong curve | Dramatic entrances |
TRANS_QUINT | Very strong curve | Emphasis effects |
TRANS_EXPO | Exponential — sharp start/stop | Snap-to-position |
TRANS_CIRC | Circular — smooth deceleration | Natural motion |
TRANS_BACK | Overshoots target slightly | Bouncy UI buttons |
TRANS_ELASTIC | Spring oscillation | Playful/cartoon effects |
TRANS_BOUNCE | Bounces at the end | Dropping objects, landing |
| Ease | Behavior |
|---|---|
EASE_IN | Slow start, fast end |
EASE_OUT | Fast start, slow end (most natural) |
EASE_IN_OUT | Slow at both ends |
EASE_OUT_IN | Fast at both ends (rarely used) |
Most common combo:
TRANS_CUBIC+EASE_OUTfor natural-feeling UI transitions.TRANS_BACK+EASE_OUTfor playful bounce-in effects.
Each tween_property() call returns a PropertyTweener you can chain modifiers on: .from(value) for a custom start, .from_current() to capture current value, .as_relative() to add (not replace), .set_delay(seconds) to delay this tweener's start.
See references/property-tweener-modifiers.md for full code examples of each modifier.
tween.set_loops(N) repeats N times (0 = infinite). Signals: finished (whole tween done), step_finished(idx) (one step done), loop_finished(loop_count) (one full cycle done).
See references/looping-and-signals.md for loop-count semantics and signal wiring.
Tweens are owned by their host SceneTree. Kill running tweens with tween.kill() before starting a new one to avoid stacking. Use set_pause_mode, set_speed_scale, set_ignore_time_scale for runtime control.
See references/lifecycle.md for kill/replace patterns, pause modes, speed scale, ignore-time-scale.
Tween.has_tweeners() (const) returns true if any Tweener has been added to the tween and the tween is valid — useful when tweeners are appended dynamically and the tween can end up empty. Killing an empty tween before it starts prevents errors.
var tween := create_tween()
_add_intro_steps(tween) # may append zero tweeners
if not tween.has_tweeners():
tween.kill()var tween = CreateTween();
AddIntroSteps(tween); // may append zero tweeners
if (!tween.HasTweeners())
tween.Kill();The patterns most projects need: fade in/out, UI panel slide in/out, button press bounce, damage number popup, pulsing/breathing effect, screen shake, shader parameter animation.
See references/common-recipes.md for ready-to-use code for each recipe.
| Symptom | Cause | Fix |
|---|---|---|
| Tween jumps or jitters | Multiple tweens competing on the same property | Kill the old tween before creating a new one |
| Tween does nothing | Node was freed before tween finished | Check is_valid() or use tween_callback instead of await |
| Tween runs during pause | Default pause mode doesn't match expectation | Set set_pause_mode(TWEEN_PAUSE_PROCESS) for pause-immune tweens |
from() value ignored | Called after set_parallel() changed ordering | Call from() directly on the PropertyTweener, not on the Tween |
| Tween doesn't loop smoothly | End value doesn't match start for seamless loop | Use as_relative() for rotation, or match start/end values |
| Relative tween drifts over loops | as_relative() accumulates each loop | Use absolute values for looping; relative for one-shot moves |
| Callback fires at wrong time | Callback added to parallel section | Use chain() to switch back to sequential before the callback |
| Tween property path not found | Typo or wrong path format | Use "property:component" — e.g., "position:x", "modulate:a" |
| Tween faster/slower than expected | Engine.time_scale affects tween | Use set_ignore_time_scale() for UI tweens during slow-mo |
TRANS_CUBIC + EASE_OUT for natural motion, not default TRANS_LINEAR)set_parallel(true) is used when multiple properties should animate simultaneouslychain() is used to switch back to sequential after parallel sectionsfrom() or from_current() is used when the start value matters (not just the end value)as_relative() is used for incremental movement instead of computing absolute targetsset_loops() — not manual recreationset_pause_mode(TWEEN_PAUSE_PROCESS)tween_callback(queue_free) is used at the end of fire-and-forget sequences (damage numbers, particles)© 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/tween-animation of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Tween Animation 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 |
|---|---|---|---|---|---|---|
| Tween Animation this skilljame581/GodotPrompter | 805 | — | ~3.5k | 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 tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes. Tween Animation is an agent skill from jame581/GodotPrompter.
Tween Animation fits situations like: implementing tweens — property animation; method tweening; parallel sequences; common UI/gameplay motion recipes.
Run `npx skills add jame581/GodotPrompter --skill tween-animation -a claude-code`. Or copy the skill folder (skills/tween-animation in jame581/GodotPrompter) into .claude/skills/tween-animation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill tween-animation -a codex`. Or copy the skill folder (skills/tween-animation in jame581/GodotPrompter) into .agents/skills/tween-animation 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 tween-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tween-animation, .gemini/skills/tween-animation, .github/skills/tween-animation and .opencode/skills/tween-animation in your project.
SKILL.md names no scripts, command-line tools or credentials: Tween Animation 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.
Tween Animation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.5k tokens (SKILL.md is roughly 14k 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 Tween Animation: 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.