Gdscript Patterns
jame581/GodotPrompter
A skill your agent uses when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization.
$ npx skills add jwynia/agent-skills --skill godot-best-practices -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jwynia/agent-skills godot-best-practices --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/jwynia/agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .claude/skills/godot-best-practices && 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 "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .claude/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practicesType 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 jwynia/agent-skills --skill godot-best-practices -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jwynia/agent-skills godot-best-practices --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .agents/skills/godot-best-practices && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .agents/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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 jwynia/agent-skills --skill godot-best-practices -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jwynia/agent-skills godot-best-practices --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .cursor/skills/godot-best-practices && 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 "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .cursor/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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/jwynia/agent-skills.git --path skills/tech/game-development/godot/godot-best-practices--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 jwynia/agent-skills --skill godot-best-practices -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jwynia/agent-skills godot-best-practices --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .gemini/skills/godot-best-practices && 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 "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .gemini/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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 jwynia/agent-skills godot-best-practicesInstalls 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 jwynia/agent-skills --skill godot-best-practices -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .github/skills/godot-best-practices && 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 "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .github/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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 jwynia/agent-skills --skill godot-best-practices -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jwynia/agent-skills godot-best-practices --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jwynia/agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/tech/game-development/godot/godot-best-practices .opencode/skills/godot-best-practices && 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 "godot-best-practices" agent skill from https://github.com/jwynia/agent-skills/tree/main/skills/tech/game-development/godot/godot-best-practices into .opencode/skills/godot-best-practices/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-best-practices", 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.
godot-best-practicesGuide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization.
Godot Best Practices is an agent skill from jwynia/agent-skills. Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. This skill should be used when generating GDScript code, creating Godot scenes, designing game architecture, implementing state machines, object pooling, save/load systems, or when the user asks about Godot patterns, node structure, or GDScript standards. Keywords: godot, gdscript, game development, signals, resources, scenes, nodes, state machine, object…
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including reference files and assets (for example `assets/templates/autoload-manager.gd.md`, `assets/templates/base-script.gd.md` and `assets/templates/state-machine.gd.md`). Compatibility notes: Requires Godot 4.x project. GDScript only (not C).
It sits in Game Development, covering Game development and Type safety. It works with Godot. The licence is MIT.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit e02ec7e. 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.
Shell commands in SKILL.md call:
nodeFrom 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.
Requires Godot 4.x project. GDScript only (not C#).
From compatibility in the SKILL.md frontmatter.
Godot Best Practices loads about 3.2k tokens when it runs, and up to ~24k if it reads all its reference files. Until then it costs about 148 tokens; SKILL.md has 502 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 jwynia/agent-skills at commit e02ec7e, republished under its MIT licence (© jwynia). 502 words, ~3,155 tokens.
.claude/skills/godot-best-practices/SKILL.md (or your agent's skills folder). This skill also uses 12 other files; get the full folder from GitHub.Guide AI agents in writing high-quality GDScript code for Godot 4.x. This skill provides coding standards, architecture patterns, and templates for game development.
Use this skill when:
Do NOT use this skill when:
Follow GDScript naming standards consistently:
# Classes: PascalCase
class_name PlayerController
extends CharacterBody2D
# Signals: past_tense_snake_case (describe what happened)
signal health_changed(new_health: int)
signal player_died
signal item_collected(item: Item)
# Constants: SCREAMING_SNAKE_CASE
const MAX_SPEED: float = 200.0
const JUMP_FORCE: int = -400
# Variables and functions: snake_case
var current_health: int = 100
var _private_variable: float = 0.0 # Leading underscore for private
func calculate_damage(base: int, multiplier: float) -> int:
return int(base * multiplier)
func _private_helper() -> void: # Leading underscore for private
passUse explicit type hints everywhere for autocomplete and error detection:
# Variable declarations
var speed: float = 100.0
var player: CharacterBody2D
var items: Array[Item] = []
var stats: Dictionary = {}
# Function signatures with return types
func get_damage() -> int:
return _base_damage * _multiplier
func find_nearest_enemy(position: Vector2) -> Enemy:
# Implementation
return null
# Typed signals (Godot 4.x)
signal score_updated(new_score: int, old_score: int)
signal target_acquired(target: Node2D, distance: float)
# Node references with types
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D
@onready var animation_player: AnimationPlayer = %AnimationPlayerUse modern patterns for stable, refactor-friendly references:
# PREFER: @onready with type hints
@onready var health_bar: ProgressBar = $UI/HealthBar
@onready var weapon: Weapon = $WeaponMount/Weapon
# PREFER: Unique names with % for critical nodes
@onready var player: Player = %Player
@onready var game_manager: GameManager = %GameManager
# AVOID: get_node() in _ready()
func _ready() -> void:
# Don't do this
var sprite = get_node("Sprite2D")
# AVOID: Deep fragile paths
@onready var thing = $Parent/Child/GrandChild/GreatGrandChild # FragileUse signals for decoupled communication. Follow "signal up, call down":
# Child node emits signals (doesn't know about parent)
class_name HealthComponent
extends Node
signal health_changed(current: int, maximum: int)
signal died
var _health: int = 100
var _max_health: int = 100
func take_damage(amount: int) -> void:
_health = max(0, _health - amount)
health_changed.emit(_health, _max_health)
if _health <= 0:
died.emit()# Parent connects to child signals (knows about children)
class_name Player
extends CharacterBody2D
@onready var health: HealthComponent = $HealthComponent
@onready var sprite: Sprite2D = $Sprite2D
func _ready() -> void:
health.health_changed.connect(_on_health_changed)
health.died.connect(_on_died)
func _on_health_changed(current: int, maximum: int) -> void:
# Update UI, play effects, etc.
pass
func _on_died() -> void:
sprite.modulate = Color.RED
queue_free()Choose the right loading strategy:
# preload(): Compile-time loading for critical/small assets
const BULLET_SCENE: PackedScene = preload("res://scenes/bullet.tscn")
const PLAYER_SPRITE: Texture2D = preload("res://sprites/player.png")
const DAMAGE_SOUND: AudioStream = preload("res://audio/damage.wav")
# load(): Runtime loading for optional/large assets
func load_level(level_name: String) -> void:
var path := "res://levels/%s.tscn" % level_name
var level_scene: PackedScene = load(path)
var level := level_scene.instantiate()
add_child(level)
# ResourceLoader for async loading (prevents stuttering)
func _load_level_async(path: String) -> void:
ResourceLoader.load_threaded_request(path)
# Check with: ResourceLoader.load_threaded_get_status(path)
# Get with: ResourceLoader.load_threaded_get(path)| Category | Prefer | Avoid |
|---|---|---|
| Node references | @onready var x: Type = $Path | get_node() in _ready() |
| Unique nodes | %UniqueName | Deep paths $A/B/C/D |
| Resource loading | preload() for small/critical | load() everywhere |
| Signals | Typed: signal x(val: int) | String: emit_signal("x") |
| Type safety | Explicit type hints | Untyped variables |
| Constants | const or @export | Magic numbers/strings |
| Null checks | is_instance_valid(node) | node != null for freed nodes |
| Coroutines | await | yield (deprecated) |
| Groups | Scene-specific groups | Global groups for everything |
| Autoloads | Services/managers only | Game logic in autoloads |
| Properties | Setters/getters | Direct mutation |
| Communication | Signal up, call down | Child calling parent methods |
Order sections consistently:
class_name MyClass
extends Node2D
## Brief description of this class.
##
## Longer description if needed, explaining purpose and usage.
# === Signals ===
signal state_changed(new_state: State)
# === Enums ===
enum State { IDLE, RUNNING, JUMPING }
# === Exports ===
@export var speed: float = 100.0
@export_group("Combat")
@export var damage: int = 10
@export var attack_range: float = 50.0
# === Constants ===
const MAX_HEALTH: int = 100
# === Public Variables ===
var current_state: State = State.IDLE
# === Private Variables ===
var _internal_counter: int = 0
# === Onready ===
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D
# === Lifecycle Methods ===
func _ready() -> void:
pass
func _process(delta: float) -> void:
pass
func _physics_process(delta: float) -> void:
pass
# === Public Methods ===
func take_damage(amount: int) -> void:
pass
# === Private Methods ===
func _calculate_knockback() -> Vector2:
return Vector2.ZEROUse exports for editor-configurable values:
# Basic exports
@export var health: int = 100
@export var speed: float = 200.0
@export var player_name: String = "Player"
# Range constraints
@export_range(0, 100) var percentage: int = 50
@export_range(0.0, 1.0, 0.1) var volume: float = 0.8
# Resource exports
@export var texture: Texture2D
@export var scene: PackedScene
@export var audio: AudioStream
# Grouped exports
@export_group("Movement")
@export var walk_speed: float = 100.0
@export var run_speed: float = 200.0
@export_group("Combat")
@export var attack_damage: int = 10
# Enum exports
@export var difficulty: Difficulty = Difficulty.NORMAL
enum Difficulty { EASY, NORMAL, HARD }
# Flags (multiselect)
@export_flags("Fire", "Water", "Earth", "Air") var elements: int = 0Use enum-based state machines for simple cases:
enum State { IDLE, WALK, JUMP, ATTACK }
var current_state: State = State.IDLE
func _physics_process(delta: float) -> void:
match current_state:
State.IDLE:
_process_idle(delta)
State.WALK:
_process_walk(delta)
State.JUMP:
_process_jump(delta)
State.ATTACK:
_process_attack(delta)
func change_state(new_state: State) -> void:
if current_state == new_state:
return
_exit_state(current_state)
current_state = new_state
_enter_state(new_state)See references/patterns/state-machine.md for advanced implementations.
Reuse objects to avoid instantiation cost:
class_name ObjectPool
extends Node
var _pool: Array[Node] = []
var _scene: PackedScene
func _init(scene: PackedScene, initial_size: int = 10) -> void:
_scene = scene
for i in initial_size:
var obj := _scene.instantiate()
obj.set_process(false)
_pool.append(obj)
func acquire() -> Node:
if _pool.is_empty():
return _scene.instantiate()
var obj := _pool.pop_back()
obj.set_process(true)
return obj
func release(obj: Node) -> void:
obj.set_process(false)
_pool.append(obj)See references/patterns/object-pooling.md for complete implementation.
Use Resources or JSON for save data:
# Custom Resource for save data
class_name SaveData
extends Resource
@export var player_position: Vector2
@export var player_health: int
@export var inventory: Array[String]
@export var level_name: String
# Save
func save_game(data: SaveData) -> void:
ResourceSaver.save(data, "user://save.tres")
# Load
func load_game() -> SaveData:
if ResourceLoader.exists("user://save.tres"):
return load("user://save.tres") as SaveData
return SaveData.new()See references/patterns/save-load-system.md for comprehensive guide.
| Anti-Pattern | Problem | Solution |
|---|---|---|
Polling in _process | Wastes CPU on unchanged state | Use signals for state changes |
get_parent().get_parent() | Tight coupling, fragile | Signal up, or use groups |
Deep node paths $A/B/C/D | Breaks on refactor | Use %UniqueName |
load() in _process | Stuttering, memory churn | preload() or cache reference |
String signals emit_signal("x") | Typos, no autocomplete | Typed: signal_name.emit() |
Untyped @onready var x = $Node | Loses autocomplete | Always add type hint |
| Logic in autoloads | Testing difficulty, coupling | Keep autoloads thin |
| Magic numbers | Unclear meaning | Use const or @export |
node != null for freed nodes | Returns true for freed | Use is_instance_valid() |
| Circular dependencies | Load errors, unclear flow | Dependency injection or signals |
references/patterns/state-machine.md - Full state machine implementationsreferences/patterns/object-pooling.md - Complete pooling systemreferences/patterns/save-load-system.md - Comprehensive save/load guidereferences/patterns/input-handling.md - Input buffering and rebindingreferences/architecture/project-structure.md - Directory organizationreferences/architecture/scene-composition.md - Scene design patternsreferences/architecture/node-communication.md - Signals vs direct callsreferences/gdscript/type-system.md - Static typing in depthreferences/gdscript/coroutines-await.md - Async patterns with awaitassets/templates/base-script.gd.md - Standard script templateassets/templates/state-machine.gd.md - State machine templateassets/templates/autoload-manager.gd.md - Autoload singleton template© jwynia, 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 12 other files (references, assets) in skills/tech/game-development/godot/godot-best-practices of jwynia/agent-skills.
Open the folder on GitHubat commit e02ec7e
Godot Best Practices 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 |
|---|---|---|---|---|---|---|
| Godot Best Practices this skilljwynia/agent-skills | 170 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Gdscript Patternsjame581/GodotPrompter | 805 | — | ~3.5k | Automated safety check: Pass | MIT | |
| Godot Gdscript Masterythedivergentai/GD-Agentic-Skills | 821 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| 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 |
jame581/GodotPrompter
A skill your agent uses when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
thedivergentai/GD-Agentic-Skills
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration.
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.
jwynia/agent-skills
Diagnose devcontainer configuration problems and guide development environment setup.
jwynia/agent-skills
Create distinctive, production-grade frontend interfaces with high design quality.
jwynia/agent-skills
Orchestrate agile development workflows for Gitea repositories using the tea CLI.
jwynia/agent-skills
Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot.
jwynia/agent-skills
Develop AI agents, tools, and workflows with Mastra v1 Beta and Hono servers.
jwynia/agent-skills
Create and manipulate PowerPoint PPTX files programmatically.
Works with
Categories
Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. Godot Best Practices is an agent skill from jwynia/agent-skills.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization.
Godot Best Practices fits situations like: asks about Godot patterns; GDScript standards.
Run `npx skills add jwynia/agent-skills --skill godot-best-practices -a claude-code`. Or copy the skill folder (skills/tech/game-development/godot/godot-best-practices in jwynia/agent-skills) into .claude/skills/godot-best-practices in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jwynia/agent-skills --skill godot-best-practices -a codex`. Or copy the skill folder (skills/tech/game-development/godot/godot-best-practices in jwynia/agent-skills) into .agents/skills/godot-best-practices 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 jwynia/agent-skills --skill godot-best-practices -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-best-practices, .gemini/skills/godot-best-practices, .github/skills/godot-best-practices and .opencode/skills/godot-best-practices in your project.
Going by SKILL.md and its folder, Godot Best Practices needs the command-line tools its instructions call (node). Compatibility (from SKILL.md): Requires Godot 4.x project. GDScript only (not C#)..
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.
Godot Best Practices is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.2k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 20k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Best Practices: Gdscript Patterns (jame581/GodotPrompter, 805 stars), Godot Gdscript Mastery (thedivergentai/GD-Agentic-Skills, 821 stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars) and 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jwynia (a GitHub user) maintains it in jwynia/agent-skills, which has 170 GitHub stars. The repository holds 111 skills in this directory. The repository was last updated on February 24, 2026.
Source: jwynia/agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.