Rigorous multi-platform feature synchronization for Godot AdMob.

MITAuto-check passedGame Development

Install Sync

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

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

GitHub CLI
$ gh skill install poingstudios/godot-admob-plugin sync --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/sync .claude/skills/sync && 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
sync
GitHub stars
632
Token cost
~521 tokens
SKILL.md length
192 words
Files
1
Skills in repo
15
Repo updated
First seen
Licence
MIT

At a glance

Rigorous multi-platform feature synchronization for Godot AdMob.

  • Works in 4 steps: Define in GDScript: Update… → Mirror in C#: Update the corresponding… → Implement Android: Update Kotlin source… → …
  • Modifying ad formats
  • SKILL.md covers 🔄 The "GDScript-First" Workflow, 📋 Technical Mapping Reference, 🧪 Validation Steps and 🚫 Constraints
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Sync is an agent skill from poingstudios/godot-admob-plugin. Rigorous multi-platform feature synchronization for Godot AdMob. Use when adding or modifying ad formats, consent flows, or bridge methods to ensure GDScript, C, Android, and iOS implementations are perfectly in sync.

Its SKILL.md is about 520 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 Game development. It works with Godot, C#, iOS and Android. 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

  • Modifying ad formats
  • Bridge methods to ensure GDScript
  • IOS implementations are perfectly in sync

Example prompts

  • “/sync”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Define in GDScript: Update platforms/godot_editor/addons/admob/admob.gd or the specific ad format file.
  2. Mirror in C#: Update the corresponding file in platforms/godot_editor/addons/admob/csharp/.
  3. Implement Android: Update Kotlin source in platforms/android/src/.
  4. Implement iOS: Update Swift/Obj-C source in platforms/ios/src/.

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

    No scripts in the folder and no shell commands in SKILL.md.

    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

Sync loads about 521 tokens when it runs. Until then it costs about 56 tokens; SKILL.md has 192 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~56
When it runs · the whole SKILL.md, loaded when a task matches
~521

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). 192 words, ~521 tokens.

Download SKILL.mdSave it as .claude/skills/sync/SKILL.md (or your agent's skills folder).
name
sync
description
Rigorous multi-platform feature synchronization for Godot AdMob. Use when adding or modifying ad formats, consent flows, or bridge methods to ensure GDScript, C#, Android, and iOS implementations are perfectly in sync.

AdMob Cross-Platform Synchronization

Ensure every bridge feature is implemented consistently across all supported platforms and languages.

🔄 The "GDScript-First" Workflow

  1. Define in GDScript: Update platforms/godot_editor/addons/admob/admob.gd or the specific ad format file.
    • Use := for type inference.
    • Use snake_case for methods.
  2. Mirror in C#: Update the corresponding file in platforms/godot_editor/addons/admob/csharp/.
    • Use PascalCase for methods.
    • Ensure the internal _plugin.Call("method_name") matches the GDScript snake_case.
  3. Implement Android: Update Kotlin source in platforms/android/src/.
    • Implement the JNI bridge method.
    • Match the signal names emitted back to Godot.
  4. Implement iOS: Update Swift/Obj-C source in platforms/ios/src/.
    • Ensure SCons/SPM dependencies are updated if needed.

📋 Technical Mapping Reference

FeatureGDScriptC#Android (Kotlin)iOS (Swift)
DictionaryDictionaryDictionaryMap<String, Any>[String: Any]
ArrayArrayArray<T>List<T>[T]
Signalemit_signalEmitSignalemitSignalemit_signal
Methodsnake_casePascalCasecamelCasecamelCase

🧪 Validation Steps

  • GDScript: No parse errors in the editor.
  • C#: Project compiles with Mono.
  • Android: ./gradlew assembleDebug succeeds.
  • iOS: scons platform=ios (or Xcode build) succeeds.
  • Runtime: Both GDScript and C# samples show the same behavior/warnings on mobile.

🚫 Constraints

  • Never skip the C# implementation.
  • Signals emitted from native MUST be prefixed with _on_admob_ where applicable.
  • Every new file MUST include the MIT License header.

© 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/sync of poingstudios/godot-admob-plugin.

Open the folder on GitHubat commit c75c79f

Compare with similar skills

Sync 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.

Sync compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Sync this skillpoingstudios/godot-admob-plugin632—~521Automated safety check: PassMIT
Mobile Developmentjame581/GodotPrompter795—~3.3kAutomated safety check: PassMIT
Scenario Godot Performance Exportscenario-labs/skills913—~5.1kAutomated safety check: NotesMIT
Godot Platform Mobilethedivergentai/GD-Agentic-Skills809—~3.2kAutomated safety check: PassLGPL-3.0
Gamedev Shippingericrisco/rsc-harness167—~3.5kAutomated safety check: PassMIT
Godot Export Buildsthedivergentai/GD-Agentic-Skills809—~3kAutomated safety check: PassLGPL-3.0

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Questions about Sync

What does Sync do?

Rigorous multi-platform feature synchronization for Godot AdMob. Sync is an agent skill from poingstudios/godot-admob-plugin. Rigorous multi-platform feature synchronization for Godot AdMob.

When should I use Sync?

Sync fits situations like: modifying ad formats; bridge methods to ensure GDScript; IOS implementations are perfectly in sync.

How do I install Sync in Claude Code?

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

How do I install Sync in Codex?

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

Can I use Sync 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 sync -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sync, .gemini/skills/sync, .github/skills/sync and .opencode/skills/sync in your project.

What does Sync need to run?

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

Does Sync 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 Sync 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 Sync use?

Sync 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 Sync use?

About 521 tokens (SKILL.md is roughly 2.1k 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 Sync?

Skills that share tags, products or a category with Sync: Mobile Development (jame581/GodotPrompter, 795 stars), Scenario Godot Performance Export (scenario-labs/skills, 913 stars), Godot Platform Mobile (thedivergentai/GD-Agentic-Skills, 809 stars) and Gamedev Shipping (ericrisco/rsc-harness, 167 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Sync?

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.