Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps…
$ npx skills add scenario-labs/skills --skill scenario-godot-rendering-lighting -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-godot-rendering-lighting --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-rendering-lighting .claude/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .claude/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lightingType 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-rendering-lighting -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-godot-rendering-lighting --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-rendering-lighting .agents/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .agents/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lighting -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-godot-rendering-lighting --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-rendering-lighting .cursor/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .cursor/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lighting--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-rendering-lighting -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-godot-rendering-lighting --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-rendering-lighting .gemini/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .gemini/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lightingInstalls 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-rendering-lighting -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-rendering-lighting .github/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .github/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lighting -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-rendering-lighting --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-rendering-lighting .opencode/skills/scenario-godot-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-rendering-lighting into .opencode/skills/scenario-godot-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-rendering-lighting", 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-rendering-lightingA skill your agent uses when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps…
Scenario Godot Rendering Lighting is an agent skill from scenario-labs/skills. Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 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. 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.
8 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 9 files in scripts/ (Python), 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 Rendering Lighting loads about 4.9k tokens when it runs, and up to ~20k if it reads all its reference files. Until then it costs about 131 tokens; SKILL.md has 2,093 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). 2,093 words, ~4,900 tokens.
.claude/skills/scenario-godot-rendering-lighting/SKILL.md (or your agent's skills folder). This skill also uses 14 other files; get the full folder from GitHub.Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default).
Expert level here means that lighting comes from a measured loop: a calibration scene, one variable at a time, a rendered image looked at after every change, numbers on that image, and a GPU cost for every effect. The renderer and the GI method are chosen first, because they decide what the other settings can do. The art direction (value pattern, warm and cool, focal contrast) is judged on pixels the agent actually opened, never on the inspector. 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.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, the review loop, 4.7 traps).
lookdev.gd builds an exterior and a sealed room.fallback_to_opengl3 defaults to true (docs, P15): set it false on PC so a bad driver fails loudly; on Android keeping it true is a choice, so test the Compatibility look..gdshader (Acerola 9:39). The docs list Forward+ and Mobile, but the docs pattern (color as a storage image) logs 172 errors on Mobile in 4.7.2 because Mobile's color buffer lacks the storage bit, and Compatibility ignores the effect silently (P12). Ship it on Forward+ and guard Mobile. Callbacks run on the render thread: mutex any state shared with the main thread, pad push constants to multiples of 16 bytes, and remember upscaling runs after post (docs). For post with UI on top, a CanvasLayer ColorRect works everywhere (Lukky).| Input | Default if not given |
|---|---|
| Target platforms and renderer per platform | Forward+ desktop. Project default rendering_method.mobile="mobile", .web="gl_compatibility" |
| Frame budget and reference GPU | 60 fps (16.6 ms) on PC; measure on Vulkan (Metal reports 0 GPU ms) |
| Static or dynamic world: moving sun, destructible geometry, size | static interior: lightmaps; open day/night: SDFGI; mid-size dynamic: VoxelGI |
| Mood references and time of day | one image or three words ("cold dawn, foggy, hopeful") |
| Hero subject and camera(s) | a Camera3D path, else the scene's current camera |
| Asset source | glTF from blender-expert or scenario-* skills: check UV2 and stray emission |
Load the toolkit: sys.path gets skills/scenario-godot-expert/scripts and skills/scenario-godot-rendering-lighting/scripts, then import gd_lighting as gl and gl.install(P). Full code: references/procedures.md.
rendering_method, Jolt, fallback) (P1). gl.capture_renderers(P, scene) captures one view per renderer and returns the WARNING lines. GATE: renderer written in project.godot; parity sheet opened; dropped features listed in the handoff.gl.build_lookdev(P) (P3), capture the three cameras. GATE: look_checks p95 minus p05 above 0.25, clipped under 5 percent; opened: dark sphere shows form, white not clipped, mirror reflects sky.gi_bake.gd:prepare (sun Dynamic, others Static, hidden lights Disabled, UV2 check), then the windowed gi_bake.gd:lightmap editor job (P7);gi_bake.gd:voxelgi, windowed (P6);gl.audit(P, scene, ["forward_plus", "mobile"]) (P2). GATE: no error flags; squint(img) opened with one focal value; focal_contrast at least 0.05.gl.sweep one variable at a time: tonemapper (tonemap_variants, P5), exposure, glow, fog, volumetric fog (P10), Adjustments last (cool shadows, warm lights via the color-correction gradient, Picster 45:07). GATE: each sheet opened, winner named with its numbers, no variant clipping over 5 percent unless briefed.shadow_normal_bias first, then shadow_bias (SeasonalAsh 0.05 against the 0.1 default, frames 4:13); blend splits on; max distance set to the playable range (Picster 400 outdoors, default 100). GATE: grazing-angle close-up opened, no stripes, contact shadow attached.graphics_tiers.gd presets through a sweep with call and measure=60 on --rendering-driver vulkan (P11): low and medium use 2 shadow splits, high and ultra 4. Per-effect deltas from the P9 template. On Mobile use MetalFX spatial on Apple, else bilinear (P13). GATE: each tier's GPU ms fits the budget on the target renderer, and the low tier keeps the mood.compositor_tools.gd:attach plus post_effect.gd and a GLSL compute shader (P12). GATE: the effect shows on Forward+; Mobile skips with one warning.meshes/light_baking=2 (Static Lightmaps; the default 1 is plain Static) and meshes/lightmap_texel_size (default 0.2; 0.5 or more on huge scenes that crash the bake) (P15, docs). Never gitignore *.unwrap_cache (keeps UV2 stable); keep .lmbake external (docs).rendering/lightmapping/denoising/denoiser is project-wide: 0 JNLM (default), 1 OIDN (needs the external binary) (docs, P15).LightmapGI.shadowmask_mode: None (0, default), Replace (1, realtime near, baked beyond max distance, best for foliage), Overlay (2, fast cameras). Only the first Dynamic DirectionalLight3D; switch without rebake (docs, P15).ssao_light_affect defaults to 0.0 (docs, P15).importer="3d_texture", slices/horizontal); a 256x16 strip with 16 slices loads as 16x16x16 (P15). HDR Clamp Exposure compresses only luminance above about 4096 (a 100000 sun pixel became 14988; 50 stayed 50, P15). Debanding is off by default. Exposure and DOF live in CameraAttributes on the Camera3D, quality knobs in Project Settings.| Value | What it is relative to | Source |
|---|---|---|
shadow_bias 0.05 | default 0.1 | SeasonalAsh frames 4:13; P1 |
| shadow blur 2 to 3 | default 1.0 | SeasonalAsh 5:13 |
| directional max distance 100 | default; Picster 400 outdoors | P1; Picster 54:08 |
| volumetric fog volume size | 64 default, 256 good, 512 best; +0.2 to 1.1 (64), +1.5 to 2.7 (256), +3.9 (512) ms at 1080p | Four Games 2:44; P9 |
| fog anisotropy 0.7 for god rays | default 0.2 | Four Games 0:32; P1 |
| SDFGI convergence | about 30 frames (enum index 5); capture after 40 | P1, P8 |
| SDFGI bounce feedback | default 0.5; above 0.5 risks runaway | P1; Omogonix 28:10 |
| SDFGI max distance | 204.8 default, camera far 4000 | P15 |
| lights per mesh | Mobile 8 omni + 8 spot; Forward+ 512 clustered elements per view | docs |
| spot shadow angle | fails above 89° | docs |
| LightmapGI quality order | supersampling, then texel size, then quality | Brackeys 34:34 |
| LightmapGI Low bake, lookdev room | 3.6 to 15 s bake (M5 Max, under load) | P7 |
| effect GPU ms at 1080p, tiny scene | SSIL +1.4 to 1.7, SSR +0.9 to 1.3, SDFGI +0.7 to 1.1; SSAO, glow, TAA, SMAA, MSAA 2x each under 0.8 (under 0.5 is noise) | P9, Vulkan |
| tier GPU ms (Forward+ / Mobile) | low 1.5 / 0.62, high 2.9 to 4.3 / 1.73, ultra 3.6 to 4.85 / 1.64 | P11, tiny scene |
Effect costs scale with resolution and scene: re-measure with the P9 template before quoting them.
gl.audit zero error flags per target renderer; gd_run.check_all zero parse errors; look_checks clipped under 0.05, crushed under 0.3, p95 minus p05 above 0.25, focal_contrast at least 0.05; bake files exist and lightmap_textures at least 1; .gitignore has no unwrap_cache; each tier's GPU ms within budget on Vulkan.references/critique.md is the rubric.| Mistake | What it looks like | Fix |
|---|---|---|
| Leaving Linear tonemap | blown highlights, flat sky | AgX or ACES, then exposure |
| Lighting in the editor preview sun | game is gray | WorldEnvironment and sun in the scene (SeasonalAsh 1:40) |
| SDFGI plus VoxelGI | double bounce, cost | one GI per area |
| Lightmap meshes without UV2 | black or garbage bake | add_uv2 on primitives, Static Lightmaps on glTF |
| Hidden light still baked | ghost light | Bake Mode Disabled (prepare does it) |
| Expecting FSR1 on Mobile | identical to bilinear, warning "FSR1 3D scaling is only available when using the Forward+ renderer" | MetalFX spatial on Apple, else bilinear (P13) |
| docs CompositorEffect on Mobile | 170+ errors per run | storage-bit guard (post_effect.gd) |
| Stray emission on imported glTF | glowing props | audit emissive_without_glow, zero it (Gamefromscratch 5:25) |
| Writing "30" into frames_to_converge | wrong enum index | gl.setting_index(key, 30) gives 5 |
| SSAO on, nothing changes | AO invisible in direct light | raise ssao_light_affect |
| LUT as a plain PNG | color correction ignored | reimport as Texture3D with slices |
graphics_tiers.gd); scenario-godot-shaders (compositor GLSL needs); scenario-godot-expert (sheets, audit JSON, parity notes). Scene and .tres files committed, plus .agent_out/ sheets and JSON.Observed in 4.7.2 (references/expert-notes.md, Observed):
LightmapGI.bake does not exist for scripts; the editor button route works (P7). VoxelGI.bake exists but headless saves empty data.GeometryInstance3D.lightmap_scale is gone: use gi_lightmap_texel_scale.--rendering-driver vulkan.references/procedures.md: P0 to P15, full code, live test, result line each.references/expert-notes.md: judgment by expert with timestamps, plus Observed 4.7.2 facts.references/critique.md: image rubric. references/gui-paths.md: editor paths. references/sources.md: sources and timestamps.scripts/gd_lighting.py and scripts/agentkit/rendering/: lookdev, light_audit, sweep, gi_bake, graphics_tiers, compositor_tools, compositor/.© 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 14 other files (scripts, references) in skills/game-engines/godot/scenario-godot-rendering-lighting of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Godot Rendering Lighting 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 Rendering Lighting this skillscenario-labs/skills | 946 | — | ~4.9k | 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 | 285 | — | ~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.
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…
Works with
Categories
A skill your agent uses when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps…. Scenario Godot Rendering Lighting is an agent skill from scenario-labs/skills.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.
Scenario Godot Rendering Lighting fits situations like: rendering a Godot 4.7 3D scene: pick a renderer (Forward+; choose GI (SDFGI; reflection probes); bake lightmaps without a mouse.
Run `npx skills add scenario-labs/skills --skill scenario-godot-rendering-lighting -a claude-code`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-rendering-lighting in scenario-labs/skills) into .claude/skills/scenario-godot-rendering-lighting in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-godot-rendering-lighting -a codex`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-rendering-lighting in scenario-labs/skills) into .agents/skills/scenario-godot-rendering-lighting 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-rendering-lighting -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-rendering-lighting, .gemini/skills/scenario-godot-rendering-lighting, .github/skills/scenario-godot-rendering-lighting and .opencode/skills/scenario-godot-rendering-lighting in your project.
Going by SKILL.md and its folder, Scenario Godot Rendering Lighting needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; 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 Rendering Lighting is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 20k 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 15k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Godot Rendering Lighting: 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, 285 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.
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.