Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-materials -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-materials --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-materials .claude/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .claude/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materialsType 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-materials -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-materials --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-materials .agents/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .agents/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materials -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-materials --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-materials .cursor/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .cursor/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materials--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-materials -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-materials --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-materials .gemini/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .gemini/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materialsInstalls 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-materials -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-materials .github/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .github/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materials -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-materials --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-materials .opencode/skills/godot-3d-materials && 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-materials" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-materials into .opencode/skills/godot-3d-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-3d-materials", 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-materialsExpert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion.
Godot 3D Materials is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedotexture, metallic, metallictexture, roughness, roughnesstexture, normaltexture, normalenabled, ormtexture, transparency, alphascissor, alphahash, cullmode, ShaderMaterial, shader…
Its SKILL.md is about 5.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 20 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/pbr-workflows.md`).
It sits in Game Development, covering Game development and ORMs and data access. 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 14 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 Materials loads about 5.5k tokens when it runs, and up to ~6.9k if it reads all its reference files. Until then it costs about 138 tokens; SKILL.md has 1,641 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). 1,641 words, ~5,537 tokens.
.claude/skills/godot-3d-materials/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.Expert guidance for PBR materials and StandardMaterial3D in Godot.
normal_enabled = true. Silent failure is common.Near plane property and decrease the Far property to compress the precision range..tres / surface material at runtime — Call duplicate(true) or enable Local To Scene, then assign the unique instance before tweaking parameters. MANDATORY use material_fx.gd ensure_unique_override() / overlay helpers for flash/dissolve.MANDATORY: Read the appropriate script before implementing the corresponding pattern.
| Task | Load | Do NOT Load |
|---|---|---|
| StandardMaterial3D / ORM / transparency | pbr_orm_packer.gd, transparency_sorting_fix.gd, material_batcher.gd, material_fx.gd | triplanar_world*.gdshader, vertex_wind_sway.gdshader |
| UV-less terrain / cliffs | triplanar_world.gdshader or triplanar_world_projection.gdshader + pbr_material_builder.gd | Wind sway unless foliage |
| Foliage wind | vertex_wind_sway.gdshader | Triplanar unless rock/terrain also needed |
| Runtime damage / dissolve | MANDATORY material_fx.gd | Editing shared imported materials |
| Instance color/health / texture-array variants | MANDATORY instance_uniform_batching.gdshader | Per-mesh unique StandardMaterial3D copies; body texture-array samples |
| HLOD / distant material simplify | material_batcher.gd (setup_lod_materials) | Alpha-blend distance fade (use Pixel Dither) |
| Organic SSS / rim / clearcoat | organic_material.gd, subsurface_scattering_setup.gd | SSS recipes on Mobile/Compatibility |
Pure StandardMaterial3D albedo/ORM/transparency work: Do NOT Load triplanar, wind, or texture-array shaders.
MANDATORY for runtime FX. ensure_unique_override() / overlay flash / scissor dissolve — never tween shared .tres materials.
Runtime PBR material creation with ORM textures and triplanar mapping.
Subsurface scattering and rim lighting setup for organic surfaces (skin, leaves). Use for realistic character or vegetation materials.
Triplanar projection shader for terrain without UV mapping. Blends textures based on surface normals. Use for cliffs, caves, or procedural terrain.
Expert PBR resource utility. Packs Ambient Occlusion, Roughness, and Metallic into a single ORM texture to optimize VRAM and draw calls.
High-performance GPU-driven foliage animation. Uses vertex world coordinates and vertex color weight painting to simulate wind without skeletons.
UV-less environment mapping. Projects textures along X/Y/Z axes for organic blending over complex rocks and terrain.
Configuring realistic organic materials. Covers Skin Mode, Transmittance, and depth scattering settings for Forward+ rendering.
Architecture pattern for high-speed batching. Allows 10,000 meshes to share one material while maintaining unique colors or health states via instance uniforms.
Dynamic 3D decal system with cull masking and life-cycle management for impact effects.
Solving visual artifacts using Alpha Hash and Depth Prepass strategies.
Clean pattern for toggling shader-based visual states (Frozen, Burned) on multiple entities.
Camera-side fix for Z-fighting and texture flickering in large-scale worlds.
Global override system to ensure environmental meshes draw in optimized, state-locked batches.
pbr_orm_packer.gd; set orm_texture (never three separate maps).normal_enabled before assigning normal_texture (silent no-op otherwise).organic_material.gd + subsurface_scattering_setup.gd (Forward+ only for real SSS).material_fx.gd ensure_unique_override() first.instance_uniform_batching.gdshader; never unique .tres per instance.material_batcher.gd setup_lod_materials().| Feature | Forward+ | Mobile / Compatibility | WHY |
|---|---|---|---|
| Subsurface scattering / Skin Mode | Full | Limited / often unavailable | SSS needs Forward+ lighting path; fake with rim + transmittance bake on Mobile |
| Clearcoat | Yes | Often stripped / approximate | Extra specular lobe cost; drop on distant LOD and Mobile |
| Anisotropy | Yes | Prefer off | Flowmap + anisotropic BRDF burns mobile fragment budget |
| Alpha Hash / Pixel Dither fade | Yes | Prefer Alpha Scissor or opaque dither | Hash noise + overdraw hurts tile GPUs |
| Instance uniforms (batching) | Yes | Yes (prefer this) | Keeps one material; avoids unique-resource draw breaks |
| Mode | Use Case | Performance | Sorting Issues |
|---|---|---|---|
| ALPHA_SCISSOR | Foliage, chain-link fence | Fast | No |
| ALPHA_HASH | Dithered fade, LOD transitions | Fast | Noisy |
| ALPHA | Glass, water, godot-particles | Slow | Yes (render order) |
# For leaves, grass, fences
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
mat.alpha_scissor_threshold = 0.5 # Pixels < 0.5 alpha = discarded
mat.albedo_texture = load("res://leaf.png") # Must have alpha channel
# Enable backface culling for performance
mat.cull_mode = BaseMaterial3D.CULL_BACK# For smooth fade-outs without sorting issues
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_HASH
mat.alpha_hash_scale = 1.0 # Dither pattern scale
# Animate fade
var tween := create_tween()
tween.tween_property(mat, "albedo_color:a", 0.0, 1.0)# For glass, water (expensive)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
# Disable depth writing for correct blending
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED # Show both sidesMANDATORY pbr_orm_packer.gd for R=AO / G=Roughness / B=Metallic. Do not inline packing recipes here. Custom channel remaps only when an imported atlas already disagrees with ORM layout.
# 1. Create StandardMaterial3D with all settings
var std_mat := StandardMaterial3D.new()
std_mat.albedo_color = Color.RED
std_mat.metallic = 1.0
std_mat.roughness = 0.2
# 2. Convert to ShaderMaterial
var shader_mat := ShaderMaterial.new()
shader_mat.shader = load("res://custom_shader.gdshader")
# 3. Transfer parameters manually
shader_mat.set_shader_parameter("albedo", std_mat.albedo_color)
shader_mat.set_shader_parameter("metallic", std_mat.metallic)
shader_mat.set_shader_parameter("roughness", std_mat.roughness)# Base material (shared)
var base_red_metal := StandardMaterial3D.new()
base_red_metal.albedo_color = Color.RED
base_red_metal.metallic = 1.0
# Variant 1: Rough
var rough_variant := base_red_metal.duplicate()
rough_variant.roughness = 0.8
# Variant 2: Smooth
var smooth_variant := base_red_metal.duplicate()
smooth_variant.roughness = 0.1
# Note: Use resource_local_to_scene for per-instance tweaks# ✅ GOOD: Reuse materials across meshes
const SHARED_STONE := preload("res://materials/stone.tres")
func _ready() -> void:
for wall in get_tree().get_nodes_in_group("stone_walls"):
wall.material_override = SHARED_STONE
# All walls batched in single draw call
# ❌ BAD: Unique material per mesh
func _ready() -> void:
for wall in get_tree().get_nodes_in_group("stone_walls"):
var mat := StandardMaterial3D.new() # New material!
mat.albedo_color = Color(0.5, 0.5, 0.5)
wall.material_override = mat
# Each wall is separate draw call# Combine multiple materials into one texture atlas
# Then use UV offsets to select regions
# material_atlas.gd
extends StandardMaterial3D
func set_atlas_region(tile_x: int, tile_y: int, tiles_per_row: int) -> void:
var tile_size := 1.0 / tiles_per_row
uv1_offset = Vector3(tile_x * tile_size, tile_y * tile_size, 0)
uv1_scale = Vector3(tile_size, tile_size, 1)# Problem: Forgot to enable
mat.normal_enabled = true # REQUIRED
# Problem: Wrong texture import settings
# In Import tab: Texture → Normal Map = true# Problem: Mipmaps causing seams
# Solution: Disable mipmaps for tightly-packed UVs
# Import → Mipmaps → Generate = false# Problem: Missing normal map or roughness variation
# Solution: Add normal map + roughness texture
mat.normal_enabled = true
mat.normal_texture = load("res://normal.png")
mat.roughness_texture = load("res://roughness.png")When utilizing Hierarchical Level of Detail (HLOD) or Visibility Ranges to fade objects out at a distance, standard alpha blending causes severe performance hits due to overlapping transparent bounds. Instead, configure the Distance Fade mode on your material to Pixel Dither. This provides a perceptually smooth fade while remaining entirely within the high-performance opaque pipeline.
Use the Stencil Buffer directly in StandardMaterial3D. This allows you to easily render outlines or X-ray effects for objects hidden behind walls without needing to write custom shaders for basic effects.
If you are developing an AR game, you might want virtual shadows to appear on real-world camera feeds. Instead of standard blending, use Godot's built-in shadow_to_opacity render mode in a spatial shader.
shader_type spatial;
// shadow_to_opacity makes the material invisible when lit,
// but opaque (dark) when it receives a shadow from another 3D object.
render_mode blend_mix, depth_draw_opaque, cull_back, shadow_to_opacity;
void fragment() {
// The surface color is black; opacity will be driven by incoming shadows
ALBEDO = vec3(0.0, 0.0, 0.0);
}MANDATORY instance_uniform_batching.gdshader for per-instance color/health and texture-array index variants. Set texture_index via GeometryInstance3D.set_instance_shader_parameter — never unique materials per tree/crowd variant.
Use Alpha Scissor for performant dissolves (keeps shadows, avoids alpha sort). MANDATORY material_fx.gd dissolve_scissor() — it duplicates the override first.
Mesh LOD is automatic; material shading is not. MANDATORY material_batcher.gd setup_lod_materials() for visibility-range swaps, feature strip on distant materials, and Pixel Dither distance fade (not alpha blend).
.tres affects every instance. duplicate(true) or Local To Scene before runtime FX (material_fx.gd).| Topic | Reference / script |
|---|---|
| Metal/dielectric presets / SSS / clearcoat | pbr-workflows.md |
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
instance uniform, and shadow_to_opacity when StandardMaterial3D is not enough.set_instance_shader_parameter, material overlays/overrides, and visibility-range properties for shared-material batching..tres materials and texture sets.© 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 17 other files (scripts, references) in skills/godot-3d-materials of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot 3D Materials 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 Materials this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~5.5k | 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 PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Godot 3D Materials is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion.
Godot 3D Materials fits situations like: creating realistic 3D surfaces; material optimization; keywords: StandardMaterial3D; metallictexture.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-materials -a claude-code`. Or copy the skill folder (skills/godot-3d-materials in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-3d-materials in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-materials -a codex`. Or copy the skill folder (skills/godot-3d-materials in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-3d-materials 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-materials -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-materials, .gemini/skills/godot-3d-materials, .github/skills/godot-3d-materials and .opencode/skills/godot-3d-materials in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot 3D Materials 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 Materials 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 5.5k tokens (SKILL.md is roughly 22k 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 1.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot 3D Materials: 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.