Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-3d-lighting .claude/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .claude/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-lighting --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-3d-lighting .agents/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .agents/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-lighting --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-3d-lighting .cursor/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .cursor/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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/thedivergentai/GD-Agentic-Skills.git --path skills/godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-lighting --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-3d-lighting .gemini/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .gemini/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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 thedivergentai/GD-Agentic-Skills godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-3d-lighting .github/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .github/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-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 thedivergentai/GD-Agentic-Skills godot-3d-lighting --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-3d-lighting .opencode/skills/godot-3d-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 "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting into .opencode/skills/godot-3d-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-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.
godot-3d-lightingExpert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.
Godot 3D Lighting is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadowenabled, directionalshadowmode, directionalshadowsplit, omnirange, omniattenuation, spotrange, spotangle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment…
Its SKILL.md is about 5.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 21 other files, including scripts and reference files (for example `references/environment-and-fog.md`, `references/gi-and-bake-recipes.md` and `references/migration-notes.md`).
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 4c4d0ff. 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 15 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom 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.
Godot 3D Lighting loads about 5.9k tokens when it runs, and up to ~7.7k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 1,573 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 thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,573 words, ~5,881 tokens.
.claude/skills/godot-3d-lighting/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.Expert guidance for realistic 3D lighting with shadows and global illumination.
size to tightly fit your scene.light_lod_optimizer.gd / distance fade before raising atlas size.omni_range/spot_range, and distance_fade_* so far lights leave the cluster.MANDATORY: Read the appropriate script before implementing the corresponding pattern.
| Scene | Load | Do NOT Load |
|---|---|---|
| Outdoor Forward+ | shadow_cascade_tuner.gd + sdfgi_probe_manager.gd (+ day_night_cycle.gd if time-of-day) | fake_gi_bounce.gd, indoor VoxelGI bake unless hybrid; environment_blender.gd / fog unless atmosphere task |
| Indoor sealed geometry | MANDATORY VoxelGI via light_probe_manager.gd + lighting_manager.gd + ReflectionProbes | SDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend |
| Mobile / Compatibility | MANDATORY fake_gi_bounce.gd + light budgets in light_lod_optimizer.gd | Real-time SDFGI (Forward+ only); HDR sky/volumetric body recipes |
| Lightmap bake / hybrid static | MANDATORY lightmap_bake_helper.gd (+ Shadowmasking for outdoor) | Runtime SDFGI as bake substitute; disabling lights via Visible |
| Sky / Environment blend only | environment_blender.gd | Cascade/GI managers when only tonemap/ambient/sky changes |
| Volumetric fog / shafts | volumetric_fx.gd (+ volumetric_fog_zones.gd for localized density) | Pure light-budget / shadow-atlas tuning tasks |
| Pure light budget / shadow LOD | light_lod_optimizer.gd, shadow_bias_tuner.gd | Do NOT Load environment_blender.gd, volumetric_fx.gd, day-night unless required |
Dynamic sun position and color based on time-of-day. Handles DirectionalLight3D rotation, color temperature, and intensity curves. Use for outdoor day/night systems.
VoxelGI and SDFGI management for global illumination setup.
Dynamic light pooling and LOD. Manages light culling and shadow toggling based on camera distance. Use for performance optimization with many lights.
Volumetric fog and god ray configuration. Runtime fog density/color adjustments and light shaft setup. Use for atmospheric effects.
Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
Dynamic quality scaler for real-time Global Illumination (SDFGI). Adjusts cell size and occlusion for performance/quality trade-offs.
Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
Area3D-driven camera Environment blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).
Runtime RenderingServer profile: half-res SDFGI, shadow atlas size, volumetric fog density.
# For outdoor scenes with camera moving from near to far
extends DirectionalLight3D
func _ready() -> void:
shadow_enabled = true
directional_shadow_mode = SHADOW_PARALLEL_4_SPLITS
# Split distances (in meters from camera)
directional_shadow_split_1 = 10.0 # First cascade: 0-10m
directional_shadow_split_2 = 50.0 # Second: 10-50m
directional_shadow_split_3 = 200.0 # Third: 50-200m
# Fourth cascade: 200m - max shadow distance
directional_shadow_max_distance = 500.0
# Quality vs performance
directional_shadow_blend_splits = true # Smooth transitionsMANDATORY day_night_cycle.gd — do not re-inline sun energy/color recipes here.
Keep omni_range tight; prefer quadratic attenuation. Flicker/campfire loops belong in scene scripts — not this body. Shadowed Omni count is a hard budget (see NEVER).
MANDATORY spotlight_projector_setup.gd for range/angle/projector cookies and camera-follow flashlights. Do not paste Spot setup here.
Use the golden-path table above. Body decision only:
| Path | Script | When |
|---|---|---|
| Indoor / sealed | MANDATORY light_probe_manager.gd (+ lighting_manager.gd) | Tight VoxelGI extents per room; never paper-thin walls |
| Outdoor Forward+ | MANDATORY sdfgi_probe_manager.gd | Real-time GI; Do NOT Load on Mobile/Compatibility |
| Static / Mobile bake | MANDATORY lightmap_bake_helper.gd | LightmapGI + Shadowmasking; bake mode ≠ Visible hide |
| No GI budget | MANDATORY fake_gi_bounce.gd | Fill lights only |
Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.
Sky/ambient/tonemap transitions → MANDATORY environment_blender.gd. Volumetric fog / shafts → MANDATORY volumetric_fx.gd (+ volumetric_fog_zones.gd for caves/forests).
Do NOT Load these for pure light-budget / shadow-atlas / cascade tuning — stay on light_lod_optimizer.gd / shadow_cascade_tuner.gd.
For localized reflections (mirrors, shiny floors):
# reflection_probe.gd
extends ReflectionProbe
func _ready() -> void:
# Capture area
size = Vector3(10, 5, 10)
# Quality
resolution = ReflectionProbe.RESOLUTION_512
# Update mode
update_mode = ReflectionProbe.UPDATE_ONCE # Bake once
# or UPDATE_ALWAYS for dynamic reflections (expensive)# Recommended limits:
# - DirectionalLight3D with shadows: 1-2
# - OmniLight3D with shadows: 3-5
# - SpotLight3D with shadows: 2-4
# - OmniLight3D without shadows: 20-30
# - SpotLight3D without shadows: 15-20
# Disable shadows on minor lights
@onready var candle_lights: Array = [$Candle1, $Candle2, $Candle3]
func _ready() -> void:
for light in candle_lights:
light.shadow_enabled = false # Save performance# Disable shadows for distant lights
extends OmniLight3D
@export var shadow_max_distance := 50.0
func _process(delta: float) -> void:
var camera := get_viewport().get_camera_3d()
if camera:
var dist := global_position.distance_to(camera.global_position)
shadow_enabled = (dist < shadow_max_distance)# Problem: Thin floors let shadows through
# Solution: Increase shadow bias
extends DirectionalLight3D
func _ready() -> void:
shadow_enabled = true
shadow_bias = 0.1 # Increase if shadows bleed through
shadow_normal_bias = 2.0# Problem: VoxelGI light bleeds through walls
# Solution: Place VoxelGI nodes per-room, don't overlap
# Also: Ensure walls have proper thickness (not paper-thin)Rendering real-time shadows for distant objects is too expensive. Use Shadowmasking by setting a DirectionalLight3D to the Dynamic bake mode while baking a LightmapGI. This bakes distant shadows into a texture while allowing dynamic objects to cast real-time shadows up close, preventing "double shadowing" artifacts.
If you cannot afford GI at all (e.g., strict mobile constraints), fake it! Duplicate your main DirectionalLight3D, rotate it 180 degrees (pointing up from the ground), turn Shadows OFF, set Specular to 0.0, and reduce Energy to 10-40%. This cheaply simulates bounced floor lighting.
Godot's OmniLight3D scaling can simulate Percentage-Closer Soft Shadows (blurrier shadows further from the caster).
extends OmniLight3D
func _ready() -> void:
# Simulates area lights and Percentage-Closer Soft Shadows (PCSS).
# Note: High performance cost. Keep the number of lights with light_size > 0.0 low.
light_size = 0.5
shadow_enabled = true
# Distance fade culls the light and shadow completely when out of range,
# preventing the clustered renderer from choking on too many overlapping PCSS lights.
distance_fade_enabled = true
distance_fade_begin = 20.0
distance_fade_length = 5.0Smoothly transition between lighting environments (e.g., entering a dark cave from a bright desert) using Area3D triggers and Tween-driven Camera3D overrides.
class_name LightVolumeTrigger extends Area3D
@export var interior_environment: Environment
@export var transition_duration: float = 2.0
func _ready() -> void:
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
var camera := get_viewport().get_camera_3d()
# Duplicate to avoid modifying the original resource
if not camera.environment:
camera.environment = interior_environment.duplicate()
var tween := create_tween().set_parallel(true)
# Interpolate key properties for visual adaptation
tween.tween_property(camera.environment, "tonemap_exposure", interior_environment.tonemap_exposure, transition_duration)
tween.tween_property(camera.environment, "ambient_light_energy", interior_environment.ambient_light_energy, transition_duration)
func _on_body_exited(body: Node3D) -> void:
if not body.is_in_group("player"):
return
var camera := get_viewport().get_camera_3d()
if camera == null or camera.environment == null:
return
var world_env := get_tree().get_first_node_in_group("world_environment") as WorldEnvironment
var target := world_env.environment if world_env and world_env.environment else Environment.new()
var tween := create_tween().set_parallel(true)
tween.tween_property(camera.environment, "tonemap_exposure", target.tonemap_exposure, transition_duration)
tween.tween_property(camera.environment, "ambient_light_energy", target.ambient_light_energy, transition_duration)
tween.chain().tween_callback(func():
# Return to WorldEnvironment ownership when blend completes
camera.environment = null
)[!TIP] Place a
ReflectionProbeinside the interior withinterior = true. Godot will automatically blend this with the exterior environment as the player transitions.
Fake interior depth on window quads is a custom spatial-shader specialty — implement in a project shader or route to godot-shaders-basics. Do not keep incomplete ray-box stubs in this skill body.
Manage complex lighting features (Shadows, SDFGI, Fog) at runtime using the RenderingServer API for direct engine control.
class_name LightingQualityManager extends Node
func apply_low_quality_profile(env_rid: RID) -> void:
# 1. SDFGI Optimization
# Huge performance gain: Render GI buffers at half resolution
RenderingServer.gi_set_use_half_resolution(true)
RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_4)
RenderingServer.environment_set_sdfgi_frames_to_converge(RenderingServer.ENV_SDFGI_CONVERGE_IN_30_FRAMES)
# 2. Shadow Optimization
# Reduce global directional shadow atlas
RenderingServer.directional_shadow_atlas_set_size(2048, true)
RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_VERY_LOW)
# Reduce positional (Omni/Spot) shadows for current viewport
get_viewport().positional_shadow_atlas_size = 1024
# 3. Volumetric Fog
# Disable or heavily reduce fog detail
RenderingServer.environment_set_volumetric_fog(env_rid, false, 0.01, Color.WHITE, Color.BLACK, 0.0, 0.2, 64.0, 2.0, 1.0, true, 0.9, 0.0, 1.0)| Topic | Reference / script |
|---|---|
| VoxelGI / SDFGI / LightmapGI setup | gi-and-bake-recipes.md |
| Sky / fog / HDR environment | environment-and-fog.md |
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
gi_mode decide how surfaces receive bounced and baked light.environment overrides and exposure pairing for cave/interior light-volume transitions.© thedivergentai, LGPL-3.0. 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 19 other files (scripts, references) in skills/godot-3d-lighting of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot 3D 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 |
|---|---|---|---|---|---|---|
| Godot 3D Lighting this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~5.9k | 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 | |
| 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.
thedivergentai/GD-Agentic-Skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
thedivergentai/GD-Agentic-Skills
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control…
thedivergentai/GD-Agentic-Skills
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…
thedivergentai/GD-Agentic-Skills
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237…
thedivergentai/GD-Agentic-Skills
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…
Works with
Categories
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Godot 3D Lighting is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.
Godot 3D Lighting fits situations like: implementing realistic 3D lighting; shadow optimization; global illumination; keywords: DirectionalLight3D.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a claude-code`. Or copy the skill folder (skills/godot-3d-lighting in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-3d-lighting in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a codex`. Or copy the skill folder (skills/godot-3d-lighting in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-3d-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 thedivergentai/GD-Agentic-Skills --skill godot-3d-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/godot-3d-lighting, .gemini/skills/godot-3d-lighting, .github/skills/godot-3d-lighting and .opencode/skills/godot-3d-lighting in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot 3D Lighting is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. 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.
Godot 3D Lighting is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.9k tokens (SKILL.md is roughly 24k 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 1.8k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot 3D 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.
thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.
Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.