Rig It
TheOrcDev/skills
Rig and animate game characters that actually hold up in-engine.
A skill your agent uses when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and…
$ npx skills add scenario-labs/skills --skill scenario-godot-3d-world -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-godot-3d-world --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .claude/skills/scenario-godot-3d-world && 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 "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .claude/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-worldType 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 scenario-labs/skills --skill scenario-godot-3d-world -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-godot-3d-world --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .agents/skills/scenario-godot-3d-world && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .agents/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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 scenario-labs/skills --skill scenario-godot-3d-world -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-godot-3d-world --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .cursor/skills/scenario-godot-3d-world && 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 "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .cursor/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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/scenario-labs/skills.git --path skills/game-engines/godot/scenario-godot-3d-world--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 scenario-labs/skills --skill scenario-godot-3d-world -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-godot-3d-world --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .gemini/skills/scenario-godot-3d-world && 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 "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .gemini/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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 scenario-labs/skills scenario-godot-3d-worldInstalls 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 scenario-labs/skills --skill scenario-godot-3d-world -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .github/skills/scenario-godot-3d-world && 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 "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .github/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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 scenario-labs/skills --skill scenario-godot-3d-world -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-godot-3d-world --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-3d-world .opencode/skills/scenario-godot-3d-world && 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 "scenario-godot-3d-world" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-3d-world into .opencode/skills/scenario-godot-3d-world/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-3d-world", 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.
scenario-godot-3d-worldA skill your agent uses when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and…
Scenario Godot 3D World is an agent skill from scenario-labs/skills. Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision…
Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 26 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Game development. It works with Godot and Blender. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
10 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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.
Ships 10 files in scripts/, which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
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.
Scenario Godot 3D World loads about 4.4k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 1,875 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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,875 words, ~4,413 tokens.
.claude/skills/scenario-godot-3d-world/SKILL.md (or your agent's skills folder). This skill also uses 21 other files; get the full folder from GitHub.Target: Godot 4.7.2.stable, macOS Apple Silicon, Jolt Physics, Forward+.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, the review loop, 4.7 traps). If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
Status (2026-10-02): all 14 live test groups in tests/code/godot-3d-world/test_world_live.py passed (live_20261002-215949.json); L8 and L12 were extended and passed again in round 2 (live_20261002-223935.json). The 11 offline checks pass. Details in references/procedures.md.
Toolkit: scripts/gd_world.py (runner side) and scripts/agentkit/world/*.gd (jobs, a post-import script and two runtime scripts), installed with gd_world.install_world(P).
body_test_motion and checks the tread with a ray, because the capsule touches the leading edge. A stock r 0.35 capsule stops at 0.18 m steps. Taking the height from the capsule's travel let it climb 0.6 m over a 0.45 m limit; the tread ray fixed it.CSGMesh3D operand is silently ignored, with no error.-colonly hand shapes. Trimesh (-col) for static level geometry only, box or convex for props and anything dynamic, -noimp for reference geometry.reparent(node, false); set collision layers in the script so they cannot be forgotten (00:15:15). Reproduced: an unowned node is not saved, global_transform returns identity, default reparent() zeroes the position.top_level pivot, add_excluded_object(player). The arm stops one radius before a wall..res, since .tres loads slowly (YtiAI2F6Xkk 00:01:30).gd_world.* calls. Numbers measured here are effect sizes on an M-series Mac: say so, and re-measure on the target.Disagreements: capsule (GDQuest) or cylinder (Juli, U5A_JArREUc): capsule for ledge tolerance, cylinder for clean wall-run and slide normals. CharacterBody3D (GDQuest, Juli) or RigidBody3D (Bramwell, sVsn9NqpVhg): RigidBody only when the player must be a simulated object.
| Input | Why it changes the plan | Default |
|---|---|---|
| Camera | spring arm or head pivot | third-person, spring 4.5 m |
| Character size | capsule sets door, step and corridor sizes | r 0.35, h 1.8, step 0.45 |
| Level type | GridMap kit, Terrain3D or stock heightmap | blockout then kit |
| World size | precision and streaming | single precision (float32 step 0.12 mm at 1 km, 1 mm at 8 km); stream when the profiled worst view or load time misses budget, not at a fixed size |
| Asset source | Blender suffixes or an AI GLB manifest | AI GLB + manifest |
| Targets | renderer, budgets, compression | desktop Forward+; web and mobile Compatibility (Juli 00:24:02) |
| Physics engine | Jolt default since 4.6, new projects only | Jolt, checked by the gate |
gd_world.physics_gate(P) proves the engine: with Jolt, a ray on a concave shape returns face_index -1 (Godot Physics returns 8). A hand-written project.godot gets Godot Physics. Name the layers with set_layer_names. GATE: engine_running "Jolt Physics", no flags.build_player, then controller_suite (headless, --fixed-fps 60). GATE: speed at move_speed, same speed looking down, jump apex within 0.1 m of v²/2g, stairs to max_step_height and a refusal above, no snap at the ledge, 40-degree ramp yes and 50 no, arm shorter at the wall.validate_layout(layout) offline, then build_village, door_test, bake. GATE: every door walkable by the real capsule (0.70 m blocks, 0.72 m passes for r 0.35; the offline rule asks 1.00 m [added margin]), baked triangles equal CSG triangles, capture reads as intended.build_kit, build_grid, stairs_walk. Materials go on the mesh surfaces and each item holds one StaticBody3D and one NavigationRegion3D (docs). Set the lightmap texel size before building the library (GridMap auto-UV2 uses 0.1 per the docs, not re-measured; the .import default is 0.2) and keep navmesh cell size equal to the map's 0.25 (docs). GATE: a ray hit on every used cell, and the player climbs each stairs item (a 3 m story needs 8 steps; 6 blocked).build_island (chunked ArrayMesh plus one HeightMapShape3D), then collision_check. Sculpted or painted worlds: gd_world.terrain3d, with change_region_size() (setting region_size is ignored) and region-aligned placement. Painting is a human step: base paint on large consistent areas, then spray, never spray over autoshader areas (YtiAI2F6Xkk 00:05:45 to 00:07:25). GATE: collision within 0.1 m at 400 rays, region count and size recorded, .res data, capture opened.gd_world.scatter, always windowed. GATE: every instance grounded, a buffer per tile in the .tscn, rejections counted, close capture checked.glb_stats and glb_flags offline, then ingest_glbs(P, drop, manifest) (pre-written .import with LODs, shadow meshes and light baking, post_import_prop.gd, textures retuned to VRAM at 2048), then audit_props and lod_probe. Asset front is +Z (Vector3.MODEL_FRONT); look_at(t, up, true) turns +Z to the target. Blender exports are triangulated, transforms applied, rig in rest pose (docs). GATE: manifest heights, base at y 0, cull back, budget flags understood, lineup capture next to a 1.8 m reference, facing checked.runtime/cell_streamer.gd, unload_radius greater than load_radius, tested windowed with world_stream.gd:walk. GATE: 0 requests pacing on a border, every cell unloaded and the node count back to baseline at the end, worst frame within budget.audit_level(scenes), then gd_run.profile_scene(..., driver="vulkan"). GATE: no leftover CSG, no headless MultiMesh, no unnamed layers; GPU ms and draw calls recorded. Windowed frame time is capped at the display refresh, so judge GPU and CPU ms.| Value | Measured or source | Relative to |
|---|---|---|
| Controller defaults | speed 6, accel 40, air 8, jump 5.5 m/s, fall cap 30 | this kit [added], GDQuest shape |
| Stairs module | climbs 0.45, refuses 0.6; descent airborne 0 / 8 / 49 of 120 frames at 0.10 / 0.25 / 0.45 rise | tread 0.35, 6 m/s |
| Floor-below ray | 1.5 x max step | Majikayo 0.75 for 0.5 |
| HeightMapShape3D error | max 0.058 m, mean 0.004 m | bilinear, 1 m and 2 m spacing |
| Scatter | 1,931 trees from 6,000 rays in 11.7 ms | 30-degree slope, 2 m clearance |
| AI GLB textures | 19.6 MB lossless to 2.8 MB S3TC per 4K map | size limit 2048, mipmaps |
| LODs at 1080p | lighthouse 986,642 tris at 30 m, 61,616 at 300 m | mesh_lod_threshold 1.0 |
| Streaming | 69 loads in 240 frames without hysteresis, 0 with | border pacing, 64 m cells |
| Water z-fighting, plane 1 mm below | Compatibility: 1.7% of pixels at near 0.05, 0% at near 0.25; Forward+: 0% at both | Tokisan near 0.25 (YtiAI2F6Xkk 00:18:00) |
.res, regions counted, textures to the rules in stance 9.| Mistake | Symptom | Fix |
|---|---|---|
| Step height from the capsule travel | climbs steps above the limit | ray onto the tread |
| No floor-below ray | snaps down every ledge | ray of 1.5 x step first |
| Scatter run headless | trees vanish after reload; no buffer | windowed run |
update_map_data_from_image(img, -1000, 1000) | 10 m becomes 19,000 m | pixels read 0..1: use (0, 1) |
FastNoiseLite.get_image for heights | terracing (8-bit) | float loop or an RF image |
| Terrain3D before the camera | "Cannot find the active camera" | camera first or set_camera() |
Terrain3D.collision_mode or region_size set before add_child | ignored | collision.set_mode(), change_region_size() in the tree |
| Region size above the terrain, origin-centered | 4x the memory | 256 or 512, or align to the region grid |
| One GridMap for floors and walls | the wall replaces the floor | a second GridMap |
reparent() in _post_import | children jump to the origin | reparent(n, false) |
| Suffixed names colliding after stripping | @StaticBody3D@19793 | unique base names |
| Trusting LODs for a 1M-triangle GLB | 986k triangles at 30 m | decimate before import |
| Coplanar water and ground | flicker on Compatibility | near 0.25, or offset the water |
post_import_prop.gd.physics/3d/physics_engine="Jolt Physics".meshes/lightmap_texel_size 0.2, gltf/naming_version=2, per-node physics in _subresources. A minimal pre-written .import is honored.--import leaves extracted glTF textures lossless; the retune pass sets VRAM.SurfaceTool.set_smooth_group(-1) gives flat normals.LightmapGI.bake or OccluderInstance3D.bake in the script API.--import crashed (signal 11), the second ran clean.references/procedures.md: P1 to P10 with code, live results and numbers.references/expert-notes.md: what each expert says, with timestamps, and where 4.7.2 disagrees.references/critique.md: what the baselines and graded answers got wrong, and the limits of this skill.references/gui-paths.md: editor paths for viewport-only work, with the code substitute for each.references/sources.md: videos, docs, add-ons, versions.© scenario-labs, 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 21 other files (scripts, references) in skills/game-engines/godot/scenario-godot-3d-world of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Godot 3D World 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 |
|---|---|---|---|---|---|---|
| Scenario Godot 3D World this skillscenario-labs/skills | 946 | — | ~4.4k | Automated safety check: Pass | MIT | |
| Rig ItTheOrcDev/skills | 106 | — | ~1.6k | Automated safety check: Pass | None | |
| 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 | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT |
TheOrcDev/skills
Rig and animate game characters that actually hold up in-engine.
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…
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Categories
A skill your agent uses when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and…. Scenario Godot 3D World is an agent skill from scenario-labs/skills.
Scenario Godot 3D World fits situations like: building 3D levels and worlds in Godot 4.7: third-person; player stuck on stairs; spring arm camera clipping; blockout with CSG.
Run `npx skills add scenario-labs/skills --skill scenario-godot-3d-world -a claude-code`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-3d-world in scenario-labs/skills) into .claude/skills/scenario-godot-3d-world in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-godot-3d-world -a codex`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-3d-world in scenario-labs/skills) into .agents/skills/scenario-godot-3d-world 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 scenario-labs/skills --skill scenario-godot-3d-world -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-godot-3d-world, .gemini/skills/scenario-godot-3d-world, .github/skills/scenario-godot-3d-world and .opencode/skills/scenario-godot-3d-world in your project.
Going by SKILL.md and its folder, Scenario Godot 3D World needs the command-line tools its instructions call (npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Scenario Godot 3D World is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.4k tokens (SKILL.md is roughly 18k 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 14k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Godot 3D World: Rig It (TheOrcDev/skills, 106 stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.