Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
$ npx skills add jame581/GodotPrompter --skill xr-development -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter xr-development --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/xr-development .claude/skills/xr-development && 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 "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .claude/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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/xr-developmentType 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 xr-development -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter xr-development --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/xr-development .agents/skills/xr-development && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .agents/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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 xr-development -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter xr-development --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/xr-development .cursor/skills/xr-development && 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 "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .cursor/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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/xr-development--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 xr-development -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter xr-development --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/xr-development .gemini/skills/xr-development && 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 "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .gemini/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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 xr-developmentInstalls 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 xr-development -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/xr-development .github/skills/xr-development && 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 "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .github/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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 xr-development -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 xr-development --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/xr-development .opencode/skills/xr-development && 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 "xr-development" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/xr-development into .opencode/skills/xr-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "xr-development", 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.
xr-developmentA skill your agent uses when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
Xr Development is an agent skill from jame581/GodotPrompter. Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/controllers-and-input.md`, `references/godot-4-5-features.md` and `references/grabbing-objects.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.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comgodotengine.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.
Xr Development loads about 3.6k tokens when it runs, and up to ~8k if it reads all its reference files. Until then it costs about 41 tokens; SKILL.md has 1,384 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). 1,384 words, ~3,646 tokens.
.claude/skills/xr-development/SKILL.md (or your agent's skills folder). This skill also uses 6 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: 3d-essentials for 3D rendering and environment, physics-system for 3D physics interactions, input-handling for non-XR input patterns, export-pipeline for platform exports.
OpenXR (or OpenXR Plugin depending on version)truetrue (for XR shader support)Disabled (the XR runtime controls frame timing)Main (Node3D)
├── XROrigin3D ← Player's physical space origin
│ ├── XRCamera3D ← Head-mounted display
│ ├── XRController3D (left) ← Left controller
│ │ └── LeftHandModel (MeshInstance3D or hand tracking)
│ ├── XRController3D (right) ← Right controller
│ │ └── RightHandModel
│ └── (XRBodyTracker via XRServer — optional full body tracking)
├── WorldEnvironment
└── GameWorld (Node3D)
└── ... level geometryextends Node3D
func _ready() -> void:
var xr_interface: XRInterface = XRServer.find_interface("OpenXR")
if xr_interface and xr_interface.is_initialized():
get_viewport().use_xr = true
else:
push_error("OpenXR not available")public partial class XRMain : Node3D
{
public override void _Ready()
{
var xrInterface = XRServer.FindInterface("OpenXR");
if (xrInterface != null && xrInterface.IsInitialized())
GetViewport().UseXr = true;
else
GD.PushError("OpenXR not available");
}
}XRController3D nodes (one per hand, child of XROrigin3D) expose buttons via the OpenXR action map. Common buttons: trigger (select_button), grip (grip_button), thumbstick (primary_axis Vector2). Apply thumbstick locomotion velocity to XROrigin3D (not the camera).
See references/controllers-and-input.md for full XRController3D wiring, OpenXR button reference, and thumbstick locomotion recipe.
When the headset supports hand tracking (Quest 2+, Vision Pro), XRController3D nodes can be configured to track hand joints. Sample finger positions for gesture detection, or bind to standard select / grip events when the user pinches.
See references/hand-tracking.md for hand-tracking node setup, joint sampling, and gesture-driven interactions.
Standard pattern: an Area3D on the controller detects nearby RigidBody3D objects; on grip-press, parent the body to the controller and freeze it; on grip-release, restore the parent and apply the controller's velocity to launch.
See references/grabbing-objects.md for the full physics-based grabbing implementation (GDScript + C#).
For UI in VR, render a Control tree to a SubViewport, map its texture onto a Quad mesh placed in 3D space. Pointer: a RayCast3D from the controller hits the quad, the hit position is converted back to 2D viewport coords, an InputEventMouseMotion is forwarded into the SubViewport.
See references/xr-ui.md for the SubViewport-on-quad recipe and pointer/ray interaction.
For headsets that support it (Quest 2+, Vision Pro), set OpenXRInterface.environment_blend_mode = XR_ENVIRONMENT_BLEND_MODE_ALPHA_BLEND and clear the WorldEnvironment background to transparent. The user sees the real world with virtual content composited on top.
See references/passthrough.md for the full enabling steps and Quest-specific notes.
Godot OpenXR Vendors (or install from AssetLib)OpenXROptional or RequiredOptional (if needed)| Setting | Recommended Value |
|---|---|
| Renderer | Mobile |
| MSAA | 2x or 4x (VR needs antialiasing) |
| Texture Compression | ETC2/ASTC |
| Target FPS | 72 (Quest 2) or 90 (Quest 3) |
Critical: VR must maintain consistent frame rate. Dropped frames cause nausea. Profile aggressively and keep draw calls low.
⚠️ Changed in Godot 4.7: New project settings
xr/openxr/foveation_eye_trackedandxr/openxr/foveation_with_subsampled_imagesboth default totrue— when the foveation level is not "Disabled", eye-tracked foveation is used where the headset supports it, and subsampled images are used on Vulkan for a bigger foveation win. Subsampled images are incompatible with many screen-space features (e.g., FXAA, glow); if any are enabled, subsampled images are automatically disabled with a log warning. Set either setting tofalseto opt out. See GH-117868.
Godot 4.5 adds a D3D12 OpenXR backend on Windows (Quest Link / SteamVR alternative to Vulkan), foveated rendering on the Mobile Vulkan renderer, Application SpaceWarp frame synthesis for Quest/Pico, OpenXR Render Models for platform-native controller meshes, and native visionOS export via the Apple Embedded preset. All are enabled through Project Settings or the Godot OpenXR Vendors plugin — no engine-level code changes.
See references/godot-4-5-features.md for enabling steps, GDScript + C# render-model snippets, and per-feature caveats.
Godot 4.6 ships with native OpenXR 1.1 runtime support. Devices and runtimes that implement OpenXR 1.1 automatically unlock 1.1 features (improved compositor layers, updated interaction profiles, etc.) without any project-level change. No API change is required — the engine negotiates the spec version with the runtime at startup.
Note: OpenXR 1.1 was introduced in Godot 4.6 (beta as of this writing). API behaviour may evolve before the stable release — see https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/ for current details.
Godot 4.6 stabilises the XR Spatial Entities extension, enabling:
XRSpatialAnchor)Basic spatial anchor usage:
# Requires: OpenXR Spatial Entities extension enabled in the vendor plugin
# XRSpatialAnchor is a Node3D placed in your scene that the runtime keeps locked
# to a real-world location.
extends Node3D
@export var anchor_scene: PackedScene # Scene containing XRSpatialAnchor
func place_anchor_at(world_position: Vector3) -> void:
var anchor: XRSpatialAnchor = XRSpatialAnchor.new()
anchor.position = world_position
add_child(anchor)
# The XR runtime takes over tracking once the node is added to the scene tree.
# Persist the anchor UUID to restore it on next launch (platform-specific API).// Requires: OpenXR Spatial Entities extension enabled in the vendor plugin
public partial class SpatialAnchorManager : Node3D
{
public void PlaceAnchorAt(Vector3 worldPosition)
{
var anchor = new XRSpatialAnchor();
anchor.Position = worldPosition;
AddChild(anchor);
// The XR runtime takes over tracking once added to the scene tree.
// Persist anchor UUID via platform-specific API for cross-session recall.
}
}Note:
XRSpatialAnchor, plane tracking, and marker tracking APIs were introduced in Godot 4.6 (beta as of this writing). The full API surface — especially persistence, query callbacks, and plane/marker node types — may change before the stable release. See https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/ for current signatures and the Godot OpenXR Vendors plugin for platform-specific spatial entity setup.
OpenXRInterface exposes the OpenXR user presence extension: the user_presence_changed(is_user_present: bool) signal fires when the user puts on or removes the headset, is_user_presence_supported() reports whether the extension is supported and enabled, and is_user_present() polls the current state (both only return valid values after OpenXR is initialized). Typical use: pause the game and mute audio when the headset comes off.
Note: The signal is not emitted during application startup or shutdown — assume user presence is gained on startup and lost on shutdown.
func _ready() -> void:
var xr_interface: OpenXRInterface = XRServer.find_interface("OpenXR")
if xr_interface and xr_interface.is_user_presence_supported():
xr_interface.user_presence_changed.connect(_on_user_presence_changed)
func _on_user_presence_changed(is_user_present: bool) -> void:
get_tree().paused = not is_user_presentpublic override void _Ready()
{
var xrInterface = XRServer.FindInterface("OpenXR") as OpenXRInterface;
if (xrInterface != null && xrInterface.IsUserPresenceSupported())
xrInterface.UserPresenceChanged += OnUserPresenceChanged;
}
private void OnUserPresenceChanged(bool isUserPresent)
{
GetTree().Paused = !isUserPresent;
}OpenXRCompositionLayer gains eye_visibility (EyeVisibility enum: EYE_VISIBILITY_BOTH = 0 default, EYE_VISIBILITY_LEFT = 1, EYE_VISIBILITY_RIGHT = 2) — the eye(s) the composition layer is visible to. Renders a quad/cylinder/equirect layer to one eye only, e.g. for per-eye calibration screens or stereo content authored per eye.
$OpenXRCompositionLayerQuad.eye_visibility = OpenXRCompositionLayer.EYE_VISIBILITY_LEFTGetNode<OpenXRCompositionLayerQuad>("OpenXRCompositionLayerQuad").EyeVisibility =
OpenXRCompositionLayer.EyeVisibilityEnum.Left;Note: Not all composition layer types or runtimes support restricting visibility to a single eye.
OpenXRSpatialAnchorCapability.create_new_anchor() gains an optional next parameter — full signature: create_new_anchor(transform: Transform3D, spatial_context: RID = RID(), next: OpenXRStructureBase = null) -> OpenXRAnchorTracker. next must be a valid next object for the XrSpatialAnchorCreateInfoEXT chain, letting vendor-specific create-info structs be appended when creating an anchor. Existing calls are unaffected (compatible change, GH-118128).
Note:
OpenXRSpatialAnchorCapabilityis still marked experimental — the class may change in future versions. For typical anchor placement, keep using the node-based workflow from Section 9.
| Symptom | Cause | Fix |
|---|---|---|
| Black screen in headset | use_xr = true not set on viewport | Set in _ready() after checking XR interface |
| Controller input not firing | Wrong signal name for the platform | Check OpenXR action map bindings in Project Settings |
| Objects scale wrong in VR | Scene not built at real-world scale | Use 1 unit = 1 meter throughout the scene |
| Motion sickness from locomotion | Smooth rotation | Use snap turning (30° increments) or add a vignette during movement |
| UI unreadable in VR | Panel too far away or too small | Place UI at 1–2m distance, use SubViewport at 1024+ resolution |
| Hand tracking jittery | Raw joint data used directly | Apply smoothing (lerp toward new position each frame) |
| Export fails on Quest | Missing Android build template or wrong architecture | Install Android Build Template; enable arm64; set API level 29+ |
XROrigin3D → XRCamera3D + XRController3D hierarchyget_viewport().use_xr = true after interface checktrigger_click, grip_click, etc.)XRSpatialAnchor and vendor plugin spatial entities extension (Godot 4.6+)OpenXRInterface.user_presence_changed — pause/mute when the user is away (Godot 4.7+)xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images are on by default; disable subsampled images if you rely on FXAA/glow (Godot 4.7+)© 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 6 other files (references) in skills/xr-development of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Xr Development 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 |
|---|---|---|---|---|---|---|
| Xr Development this skilljame581/GodotPrompter | 799 | — | ~3.6k | 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 | 277 | — | ~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 building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+. Xr Development is an agent skill from jame581/GodotPrompter.
Xr Development fits situations like: building VR/AR/XR applications — OpenXR setup; meta Quest deployment in Godot 4.3+.
Run `npx skills add jame581/GodotPrompter --skill xr-development -a claude-code`. Or copy the skill folder (skills/xr-development in jame581/GodotPrompter) into .claude/skills/xr-development in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill xr-development -a codex`. Or copy the skill folder (skills/xr-development in jame581/GodotPrompter) into .agents/skills/xr-development 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 xr-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/xr-development, .gemini/skills/xr-development, .github/skills/xr-development and .opencode/skills/xr-development in your project.
SKILL.md names no scripts, command-line tools or credentials: Xr Development is instructions for the agent only.
SKILL.md names 2 domains. As links in the text: github.com and 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.
Xr Development is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 15k 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 4.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Xr Development: 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, 277 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 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 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.