Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS.

MITAuto-check passedGame Development

Install Mediation

skills CLI
$ npx skills add poingstudios/godot-admob-plugin --skill mediation -a claude-code

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

GitHub CLI
$ gh skill install poingstudios/godot-admob-plugin mediation --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/poingstudios/godot-admob-plugin.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/mediation .claude/skills/mediation && 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
mediation
GitHub stars
632
Token cost
~2k tokens
SKILL.md length
585 words
Files
1
Skills in repo
15
Repo updated
First seen
Licence
MIT

At a glance

Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS.

  • Works in 6 steps: Editor Settings Registration → Public GDScript API Wrapper → C# Wrapper Parity → …
  • Tasks that involve Dispute resolution
  • SKILL.md covers 🏗️ Architecture Overview, 🛠️ Step-by-Step…, 🧪 Validation & Compilation and 🚫 Constraints & Security
  • Calls swift, adb and git; reaches developers.google.com

What it does

Mediation is an agent skill from poingstudios/godot-admob-plugin. Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Dispute resolution and Game development. It works with Godot, Android, iOS and C#. The repository describes itself as: Complete AdMob (Google Mobile Ads SDK) plugin for Godot. Supports GDScript and C. The licence is MIT.

When your agent uses it

  • Tasks that involve Dispute resolution
  • Tasks that involve Game development

Example prompts

  • “/mediation”

Workflow steps

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

  1. Editor Settings Registration
  2. Public GDScript API Wrapper
  3. C# Wrapper Parity
  4. Android Native Implementation
  5. iOS Native Implementation
  6. Create Documentation Page

What it can do on your machine

Read from SKILL.md and the folder at commit c75c79f. 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

    Shell commands in SKILL.md call:

    • swift
    • adb
    • git

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • developers.google.com

    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

Mediation loads about 2k tokens when it runs. Until then it costs about 34 tokens; SKILL.md has 585 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~34
When it runs · the whole SKILL.md, loaded when a task matches
~2k

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 poingstudios/godot-admob-plugin at commit c75c79f, republished under its MIT licence (© poingstudios). 585 words, ~2,003 tokens.

Download SKILL.mdSave it as .claude/skills/mediation/SKILL.md (or your agent's skills folder).
name
mediation
description
Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C#, Android, and iOS.

Mediation Network Development & Maintenance Guide

This guide outlines the architecture and step-by-step instructions for adding or maintaining AdMob mediation adapters (e.g., Meta, IronSource, Vungle, AppLovin) within the Godot AdMob Editor Plugin.


🏗️ Architecture Overview

Mediation integration consists of native Android/iOS libraries, GDScript/C# interface wrappers, and editor export configurations:

                  ┌────────────────────────────────┐
                  │          Game Project          │
                  └───────────────┬────────────────┘
                                  │ (API Calls)
                                  ▼
    ┌─────────────────────────────────────────────────────────────┐
    │                        Godot Addon                          │
    │  - AppLovin.gd (GDScript Wrapper)                           │
    │  - AppLovin.cs (C# Parity Wrapper)                          │
    │  - project_settings_service.gd (registers settings)         │
    │  - export_plugins (copies AARs/XCFrameworks)                │
    └──────────────────────┬──────────────────────────────┬───────┘
                           │ (JNI / Android Bridge)       │ (Objective-C++ / iOS Bridge)
                           ▼                              ▼
    ┌──────────────────────────────┐              ┌──────────────────────────────┐
    │        Android Library       │              │         iOS Framework        │
    │ - PoingGodotAdMobAppLovin.kt │              │ - PoingGodotAdMobAppLovin.mm │
    │ - play-services-ads-applovin │              │ - AppLovinAdapterTarget      │
    │ - AppLovin SDK (AAR)         │              │ - AppLovin SDK (XCFramework) │
    └──────────────────────────────┘              └──────────────────────────────┘

🛠️ Step-by-Step Implementation Guide

1. Editor Settings Registration

Add the setting to project_settings_service.gd:

gdscript
SettingDefinition.new(ANDROID_MEDIATION_PREFIX + "network_name", TYPE_BOOL, false)
2. Public GDScript API Wrapper

Create <NetworkName>.gd inside platforms/godot_editor/addons/admob/gdscript/src/mediation/extras/<network_name>/:

  • Must inherit MobileSingletonPlugin.
  • Use type-safe := operators.
  • Register under class name <NetworkName>.
  • Add a setup and usage example in Main.gd inside _setup_mediation_adapters().
3. C# Wrapper Parity

Create <NetworkName>.cs in platforms/godot_editor/addons/admob/csharp/src/Mediation/Extras/<NetworkName>/:

  • Match 1:1 API parity with the GDScript wrapper.
  • Use PascalCase for method names, bridging to the snake_case GDScript plugin calls.
  • Add a setup and usage example in MainCSharpExample.cs inside SetupMediationAdapters().

4. Android Native Implementation
  1. Register Module: Add include ':src:mediation:<network_name>' to platforms/android/settings.gradle.
  2. Build Configuration: Create build.gradle pulling dependencies from the GDScript config.
  3. AndroidManifest: Create src/main/AndroidManifest.xml registering your org.godotengine.plugin.v2.PoingGodotAdMob<NetworkName> metadata.
  4. Kotlin Plugin Class: Implement PoingGodotAdMob<NetworkName>(godot: Godot?) inheriting GodotPlugin and exposing methods annotated with @UsedByGodot.
  5. Addon Export configuration:
    • Create config/poing_godot_admob_<network_name>.gd declaring your dependency coordinates (e.g., "com.google.ads.mediation:applovin:x.y.z.w").
    • Register the library name in export_plugin.gd (Android) arrays KNOWN_LIBS and MEDIATION_LIBS.

5. iOS Native Implementation
  1. SCons Configuration: Modify SConstruct to add the new platform option to plugin and include the path to your .xcframework dependencies in FRAMEWORKPATH.
  2. iOS GDIP Config:
    • Create config/poing-godot-admob-<network_name>.gdip under platforms/ios/src/mediation/<network_name>/config/ declaring SPM package rules.
    • Crucial SPM Tip: Swift Package Manager uses Semantic Versioning (major.minor.patch). For 4-component mediation versions (e.g., 13.6.3.0), multiply the patch component by 100 (e.g., use 13.6.300).
    • Create an identical copy under platforms/godot_editor/ios/plugins/ using the admob_packages array format.
  3. Objective-C++ Wrapper:
    • Implement PoingGodotAdMob<NetworkName>.h & .mm referencing <NetworkNameSDK/NetworkNameSDK.h>.
    • Implement PoingGodotAdMob<NetworkName>Module.h & .mm to register the plugin singleton with the engine during initialization.

6. Create Documentation Page

Create a new Markdown documentation file <network_name>.md under docs/mediate/integrate_partner_networks/:

  • Document the supported integrations (bidding/waterfall) and ad formats.
  • Detail SDK imports for both Android and iOS.
  • Describe how to enable the plugin in both Project Settings and Export Presets.
  • Provide GDScript and C# code snippets for GDPR, CCPA, and any custom SDK configuration methods (such as audio controls).

Show full SKILL.md (232 more words)Show less

🧪 Validation & Compilation

Android

Verify module compilation by running:

bash
./gradlew build
iOS Swift Packages

Verify Swift Package Manager dependency resolution:

bash
swift package resolve
iOS compilation

Compile the static library using SCons:

bash
scons plugin=<network_name> arch=arm64 target=debug
Full Addon Rebuild

Generate and package all binaries into the editor addon directory using the main build script:

bash
./scripts/build_local.sh all <godot_version>
Logging & Diagnostics
  • Optional singletons (is_required := false): When a mediation plugin (like AppLovin) is disabled in Project Settings, the GDScript wrapper uses push_warning rather than printerr.
  • Logcat visibility: In mobile builds (Android/iOS) without a debugger attached, Godot's push_warning is not outputted to standard console streams, meaning it will not appear in adb logcat logs. To force-print missing singleton messages to logcat, you must temporarily set is_required := true in the adapter wrapper initialization (which uses printerr).

🚫 Constraints & Security

  • No Browser Usage: Do NOT launch browser subagents to research versions or view documentation. Always use terminal-based commands (such as curl, git ls-remote, or the native read_url_content tool) to inspect packages, repositories, or documentation pages.
  • Consult Official Documentation: Before integrating any new mediation network, read the official Google AdMob mediation documentation for Android & iOS to ensure version compatibility. The URLs follow this pattern (replace <network_name> with the target mediation name in lowercase, e.g., vungle, bidmachine):
    • Android: https://developers.google.com/admob/android/mediation/<network_name>
    • iOS: https://developers.google.com/admob/ios/mediation/<network_name>
  • Dependency Coordinates: Consult the dependency version tables in the official guides to retrieve the correct adapter coordinate (e.g., com.google.ads.mediation:<network_name>:<version>).
  • Never Commit: Do not commit code or create branches unless explicitly instructed by the user.

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

Files

Just SKILL.md in .agents/skills/mediation of poingstudios/godot-admob-plugin.

Open the folder on GitHubat commit c75c79f

Compare with similar skills

Mediation 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.

Mediation compared with similar skills
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Mediation this skillpoingstudios/godot-admob-plugin632—~2kAutomated safety check: PassMIT
Mobile Developmentjame581/GodotPrompter799—~3.3kAutomated safety check: PassMIT
Scenario Godot Performance Exportscenario-labs/skills931—~5.1kAutomated safety check: NotesMIT
Godot Platform Mobilethedivergentai/GD-Agentic-Skills816—~3.2kAutomated safety check: PassLGPL-3.0
Gamedev Shippingericrisco/rsc-harness174—~3.5kAutomated safety check: PassMIT
Godot Export Buildsthedivergentai/GD-Agentic-Skills816—~3kAutomated safety check: PassLGPL-3.0

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Questions about Mediation

What does Mediation do?

Create and maintain mediation network plugins (e.g., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS. Mediation is an agent skill from poingstudios/godot-admob-plugin., AppLovin, Vungle, Meta, IronSource) across Godot, C, Android, and iOS.

When should I use Mediation?

Mediation fits situations like: tasks that involve Dispute resolution; tasks that involve Game development.

How do I install Mediation in Claude Code?

Run `npx skills add poingstudios/godot-admob-plugin --skill mediation -a claude-code`. Or copy the skill folder (.agents/skills/mediation in poingstudios/godot-admob-plugin) into .claude/skills/mediation in your project. Claude Code loads it when a task matches its description.

How do I install Mediation in Codex?

Run `npx skills add poingstudios/godot-admob-plugin --skill mediation -a codex`. Or copy the skill folder (.agents/skills/mediation in poingstudios/godot-admob-plugin) into .agents/skills/mediation in your project. Codex loads it when a task matches its description.

Can I use Mediation 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 poingstudios/godot-admob-plugin --skill mediation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mediation, .gemini/skills/mediation, .github/skills/mediation and .opencode/skills/mediation in your project.

What does Mediation need to run?

Going by SKILL.md and its folder, Mediation needs the command-line tools its instructions call (swift, adb and git).

Does Mediation access the network?

SKILL.md names 1 domain. In commands or code: developers.google.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Mediation 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 Mediation use?

Mediation 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 Mediation use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Mediation?

Skills that share tags, products or a category with Mediation: Mobile Development (jame581/GodotPrompter, 799 stars), Scenario Godot Performance Export (scenario-labs/skills, 931 stars), Godot Platform Mobile (thedivergentai/GD-Agentic-Skills, 816 stars) and Gamedev Shipping (ericrisco/rsc-harness, 174 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mediation?

poingstudios (a GitHub organization) maintains it in poingstudios/godot-admob-plugin, which has 632 GitHub stars. The repository holds 15 skills in this directory. The repository was last updated on October 1, 2026.

Source: poingstudios/godot-admob-plugin on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.