Agent skill

Using Godot Prompter

by jame581 in jame581/GodotPrompter

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

MITAuto-check passedGame Development

Install Using Godot Prompter

skills CLI
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter using-godot-prompter --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/using-godot-prompter .claude/skills/using-godot-prompter && rm -rf skills-src

Use ~/.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/

Facts

Skill name
using-godot-prompter
GitHub stars
805
Token cost
~3.4k tokens
SKILL.md length
1,353 words
Files
6 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

  • Works in 3 steps: Design Phase → Implementation Phase → Review Phase
  • Tasks that involve Game development
  • SKILL.md covers How to Access Skills, Coexistence with Other Plugins…, Workflow: From Idea to Working… and Platform Adaptation, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Using Godot Prompter is an agent skill from jame581/GodotPrompter. Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/antigravity-tools.md`, `references/codex-tools.md` and `references/copilot-tools.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.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/using-godot-prompter”

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Design Phase
  2. Implementation Phase
  3. Review Phase

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Using Godot Prompter loads about 3.4k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,353 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~32
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.3k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,353 words, ~3,448 tokens.

Download SKILL.mdSave it as .claude/skills/using-godot-prompter/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
using-godot-prompter
description
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

Using GodotPrompter

Related skills: godot-project-setup for scaffolding a new project, godot-grill for settling open design decisions first, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.

GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.

How to Access Skills

In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").

In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.

In Gemini CLI: Deprecated (succeeded by Antigravity CLI).

In Cursor: Skills are loaded via custom instructions / rules system.

In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.

In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.

In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:

bash
agy plugin install https://github.com/jame581/GodotPrompter

For manual, workspace, or cross-project installations:

Installing GodotPrompter for Antigravity

Workspace (project-scoped) — recommended for active development:

bash
# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills

# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null   # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills

Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.

Global (cross-project):

bash
# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/

~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.

Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.

See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.

Coexistence with Other Plugins (e.g., Superpowers)

<!-- SESSION-CARD-START -->

GodotPrompter is active in this Godot project.

Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.

RULE: before implementing any Godot system, invoke the matching godot-prompter:* skill. Applies to subagents writing Godot code too.

SituationStart with
New system, or the requirements are uncleargodot-grill — settle decisions, then design and build
Known change, explicit ask, bug fixthe domain skill below — build

Then report before you build: name the pattern you picked, the alternative you rejected, and why. Skills carry trade-offs — surface them. The choice is the developer's.

Building…Start with
Movement, input, camerasplayer-controller, input-handling, camera-system
Architecturestate-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection
Gameplay systemsinventory-system, dialogue-system, ability-system, save-load
Enemy AIai-navigation
UI, HUD, i18ngodot-ui, hud-system, responsive-ui, localization
Animation, tweens, audioanimation-system, tween-animation, audio-system
Physics, 2D, 3Dphysics-system, 2d-essentials, 3d-essentials
Shaders, VFX, procgen, mathshader-basics, particles-vfx, procedural-generation, math-essentials
Multiplayermultiplayer-basics, multiplayer-sync, dedicated-server
Mobile, XR, native, threadsmobile-development, xr-development, gdextension, multithreading
Editor tools, assetsaddon-development, assets-pipeline
GDScript / C# idiomsgdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals
Test, debug, profile, reviewgodot-testing, godot-debugging, godot-optimization, godot-code-review
Setup, design, exportgodot-project-setup, godot-grill, godot-brainstorming, export-pipeline
Teaching while buildinggodot-mentor
Addons (if installed)limboai, beehave, popochiu, dialogue-manager, phantom-camera

Full index: invoke godot-prompter:using-godot-prompter.

Red flags — you are rationalizing:

ThoughtReality
"I know how CharacterBody2D works"Knowing the class ≠ knowing the pattern. Invoke.
"It's a two-line script"Two-line scripts still pick node types. Invoke.
"The plan says what to build"The plan says what. The skill says how. Invoke.
"I loaded a Godot skill already"Different system, different skill.
"The user wants a quick fix"Quick fixes set architecture. Invoke — then say what you picked.
"The skill shows one pattern, so it's settled"Skills carry trade-offs. Surface them; don't decide alone.
"I'll explain it once it works"A choice reported after the code is a fait accompli, not a choice.
<!-- SESSION-CARD-END -->

Workflow: From Idea to Working Game

GodotPrompter handles the full development workflow. No other plugins required.

1. Design Phase

Load godot-prompter:godot-grill first when design decisions are open — it settles them in rounds and records them. Then godot-prompter:godot-brainstorming guides you through:

  • Proposing architectural approaches with trade-offs
  • Designing scene trees, signal maps, and data flow
  • Creating an implementation plan with ordered tasks
2. Implementation Phase

For each task in the plan, load the relevant domain skill:

  • Building a player? Load godot-prompter:player-controller and godot-prompter:state-machine
  • Adding inventory? Load godot-prompter:inventory-system
  • Need save/load? Load godot-prompter:save-load

Each skill provides complete code examples, Godot best practices, and a checklist.

3. Review Phase

Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.

Agents
  • godot-game-architect — Designs systems, plans scene trees, chooses patterns
  • godot-game-dev — Implements features guided by skills
  • godot-code-reviewer — Reviews code against Godot best practices
  • godot-shader-author — Authors custom shaders, post-processing, Compositor effects
  • godot-performance-profiler — Diagnoses performance issues from profiler data
  • godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
  • godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
  • godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
  • godot-tools-engineer — Editor plugins, custom inspectors, gizmos, @tool scripts, plugin distribution
Show full SKILL.md (581 more words)Show less
Plan Storage

GodotPrompter has no plans folder of its own. Save implementation plans where this project keeps them, checking in order: the user's instructions or the project's agent instructions file (CLAUDE.md, AGENTS.md, …); then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask (a subagent or non-interactive run). Per-scene designs from godot-brainstorming stay next to the scene, in the root script's comment block or a DESIGN.md.

Platform Adaptation

Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:

Available Skill Categories

Core / Process
  • using-godot-prompter — This skill (bootstrap)
  • godot-project-setup — Scaffold new projects
  • godot-brainstorming — Godot-specific design exploration
  • godot-grill — Settle open design decisions in rounds, scope first, and record them
  • godot-code-review — GDScript/C# review against Godot best practices
  • godot-debugging — Godot-specific debugging techniques
  • godot-testing — TDD with GUT and gdUnit4
  • godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next step
Architecture & Patterns
  • scene-organization — Scene tree structure, composition patterns
  • state-machine — FSM patterns (node-based, resource-based, enum-based)
  • event-bus — Signal-based decoupling, autoload event systems
  • component-system — Composition over inheritance
  • resource-pattern — Custom Resources as data containers
  • dependency-injection — Autoloads, service locators
Gameplay Systems
  • player-controller — CharacterBody2D/3D movement, input handling
  • input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
  • animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
  • tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
  • inventory-system — Resource-based inventory patterns
  • ability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags
  • dialogue-system — Dialogue trees and patterns
  • save-load — Serialization strategies
  • ai-navigation — NavigationAgent, behavior trees
  • camera-system — Camera follow, shake, zones
  • audio-system — Audio buses, music management, SFX pooling, spatial audio
  • localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
  • procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
  • godot-ui — Control nodes, themes, containers
  • responsive-ui — Multi-resolution scaling
  • hud-system — In-game HUD patterns
Multiplayer
  • multiplayer-basics — MultiplayerAPI, RPCs, authority
  • multiplayer-sync — Synchronization, interpolation
  • dedicated-server — Headless export, server architecture
Physics & 2D/3D
  • physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
  • 2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
  • 3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
  • xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
  • shader-basics — Godot shader language, visual shaders, common recipes, post-processing
  • particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
  • export-pipeline — Platform exports, CI/CD
  • godot-optimization — Profiler, performance patterns
  • addon-development — EditorPlugin, tool scripts
  • assets-pipeline — Image compression, 3D scene import, audio formats, resource management
  • mobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle
  • multithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loading
Scripting
  • gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
  • gdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfalls
  • gdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop
  • csharp-godot — C# conventions, GodotSharp API
  • csharp-signals — C# signal patterns
Math & Data
  • math-essentials — Vectors, transforms, interpolation, curves, paths, RNG
Third-Party Addons (require the addon installed)
  • limboai — LimboAI behavior trees + hierarchical state machines
  • beehave — Beehave GDScript behavior trees
  • popochiu — Popochiu point-and-click adventure framework
  • dialogue-manager — Dialogue Manager branching dialogue
  • phantom-camera — Phantom Camera dynamic cameras

Implementation Checklist

  • Identified the matching domain skill via the table above before writing any system code
  • Invoked the identified skill with the Skill tool (or platform equivalent) before implementation
  • When a workflow plugin is also active (Superpowers, etc.), still invoked the relevant godot-prompter domain skill during implementation — they are complementary, not exclusive
  • After implementation, ran godot-prompter:godot-code-review to validate against Godot best practices
  • Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/using-godot-prompter of jame581/GodotPrompter.

  • SKILL.md
  • references/antigravity-tools.md
  • references/codex-tools.md
  • references/copilot-tools.md
  • references/cursor-tools.md
  • references/gemini-tools.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Using Godot Prompter 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.

Using Godot Prompter compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Using Godot Prompter this skilljame581/GodotPrompter805—~3.4kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Using Godot Prompter

What does Using Godot Prompter do?

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping. Using Godot Prompter is an agent skill from jame581/GodotPrompter.

When should I use Using Godot Prompter?

Using Godot Prompter fits situations like: tasks that involve Game development.

How do I install Using Godot Prompter in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill using-godot-prompter -a claude-code`. Or copy the skill folder (skills/using-godot-prompter in jame581/GodotPrompter) into .claude/skills/using-godot-prompter in your project. Claude Code loads it when a task matches its description.

How do I install Using Godot Prompter in Codex?

Run `npx skills add jame581/GodotPrompter --skill using-godot-prompter -a codex`. Or copy the skill folder (skills/using-godot-prompter in jame581/GodotPrompter) into .agents/skills/using-godot-prompter in your project. Codex loads it when a task matches its description.

Can I use Using Godot Prompter in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill using-godot-prompter -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/using-godot-prompter, .gemini/skills/using-godot-prompter, .github/skills/using-godot-prompter and .opencode/skills/using-godot-prompter in your project.

What does Using Godot Prompter need to run?

SKILL.md names no scripts, command-line tools or credentials: Using Godot Prompter is instructions for the agent only.

Does Using Godot Prompter access the network?

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.

Is Using Godot Prompter safe to install?

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.

What licence does Using Godot Prompter use?

Using Godot Prompter is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Using Godot Prompter use?

About 3.4k 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 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Using Godot Prompter?

Skills that share tags, products or a category with Using Godot Prompter: 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.

Who maintains Using Godot Prompter?

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.