Agent skill

Godot Adapt 2D To 3D

by thedivergentai in 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…

LGPL-3.0Auto-check passedGame Development

Install Godot Adapt 2D To 3D

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-2d-to-3d -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-2d-to-3d --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-adapt-2d-to-3d .claude/skills/godot-adapt-2d-to-3d && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-adapt-2d-to-3d
GitHub stars
821
Token cost
~4.7k tokens
SKILL.md length
1,244 words
Files
13 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

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…

  • Works in 5 steps: Vector Math over Euler Angles → Understanding Coordinate Discrepancies → 2.5D Navigation (Camera-Projected Paths) → …
  • Porting 2D projects to 3D
  • SKILL.md covers NEVER Do, Available Scripts, Node Conversion Matrix and Migration Steps (script-first), plus 8 more sections
  • Adding 3D elements

What it does

Godot Adapt 2D To 3D is an agent skill from 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 scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collisionlayer migration, sprite to MeshInstance3D, 2D to 3D conversion.

Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/migration-recipes.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.

When your agent uses it

  • Porting 2D projects to 3D
  • Adding 3D elements
  • Keywords: CharacterBody2D to CharacterBody3D
  • Area2D to Area3D

Example prompts

  • “/godot-adapt-2d-to-3d”

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Vector Math over Euler Angles
  2. Understanding Coordinate Discrepancies
  3. 2.5D Navigation (Camera-Projected Paths)
  4. Shader-Based Billboarding (Massive Crowd Rendering)
  5. Lighting Migration

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 10 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Adapt 2D To 3D loads about 4.7k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 121 tokens; SKILL.md has 1,244 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~121
When it runs · the whole SKILL.md, loaded when a task matches
~4.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,244 words, ~4,655 tokens.

Download SKILL.mdSave it as .claude/skills/godot-adapt-2d-to-3d/SKILL.md (or your agent's skills folder). This skill also uses 12 other files; get the full folder from GitHub.
name
godot-adapt-2d-to-3d
description
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 scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.

NEVER Do

  • NEVER directly replace Vector2 with Vector3(x, y, 0) — This creates a "flat 3D" game with no depth gameplay. Add Z-axis movement or camera rotation to justify 3D.
  • NEVER keep 2D collision layers — 2D and 3D physics use separate layer systems. You must reconfigure collision_layer/collision_mask for 3D nodes.
  • NEVER forget to add lighting — 3D without lights is pitch black (unless using unlit materials). Add at least one DirectionalLight3D.
  • NEVER use Camera2D follow logic in 3D — Camera3D needs spring arm or look-at logic. Direct position copying causes clipping and disorientation.
  • NEVER assume same performance — 3D is 5-10x more demanding. Budget for lower draw calls, smaller viewport resolution on mobile.
  • NEVER use the rotation property for complex 3D logic — 3D rotation uses Euler angles. Interpolating Euler angles causes unpredictable paths and Gimbal Lock. Always use Quaternion for 3D rotation interpolation or the Basis matrix for directional vectors.
  • NEVER ignore metric scaling — 3D physics and lighting assume 1 unit = 1 meter. Scaling models inside the engine introduces precision errors. Export assets from DCCs at the correct metric scale.
  • NEVER disable physics interpolation when using custom camera follow scripts — Updating camera position in _process to follow a body moving in _physics_process causes jitter. Use Node3D.get_global_transform_interpolated() for smooth transforms.

Available Scripts

MANDATORY: Load migration scripts before pasting camera/movement recipes.

spring_arm_camera_setup.gd

MANDATORY third-person SpringArm3D + Camera3D. Do not parent Camera3D bare to the body.

characterbody3d_migration_movement.gd

MANDATORY camera-relative CharacterBody3D movement for 2D→3D ports.

physics_layer_migration_checklist.gd

MANDATORY checklist: 3D Physics layer names are separate from 2D — mirror names, then apply bits.

sprite_plane.gd

Sprite3D billboard configuration and world-to-screen projection for placing 2D UI over 3D objects.

vector_mapping.gd

Vector2↔Vector3 mapping helpers (Y-up vs Z-forward pitfalls).

crisp_projected_ui.gd

Diegetic / projected UI sharpness patterns.

adapt_2d_to_3d_patterns.gd

Billboards, mouse→3D rays, CanvasLayer overlay helpers.

navigation_bridge_2d5d.gd

Projects NavigationServer3D paths to 2D screen/gameplay plane for 2.5D sprite actors.

massive_crowd_manager.gd

MultiMesh + billboard shader crowd (GPU orientation; not per-node Sprite3D).

Do NOT Load lighting deep-dives here — route to godot-3d-lighting. Add a DirectionalLight3D + ambient only; GI/cascades live there.


Node Conversion Matrix

2D Node3D EquivalentNotes
CharacterBody2DCharacterBody3DMANDATORY characterbody3d_migration_movement.gd
RigidBody2DRigidBody3DGravity Vector3(0, -9.8, 0)
StaticBody2DStaticBody3DShape3D resources (no auto-convert)
Area2DArea3DSame trigger idea; new layers
Sprite2DMeshInstance3D / Sprite3DBillboard vs mesh art choice
Camera2DCamera3DMANDATORY spring_arm_camera_setup.gd
CollisionShape2DCollisionShape3DRe-author shapes
RayCast2DRayCast3Dtarget_position is Vector3

Migration Steps (script-first)

  1. Physics layers — MANDATORY physics_layer_migration_checklist.gd. Project Settings → Layer Names → 3D Physics.
  2. Camera — MANDATORY spring_arm_camera_setup.gd. Never copy Camera2D follow onto Camera3D.
  3. Movement — MANDATORY characterbody3d_migration_movement.gd. Camera-relative XZ; jump on Y.

Art Pipeline: Sprites → 3D Models

Option 1: Billboard Sprites (2.5D)
gdscript
# Use Sprite3D for quick conversion
extends Sprite3D

func _ready() -> void:
    texture = load("res://sprites/character.png")
    billboard = BaseMaterial3D.BILLBOARD_ENABLED  # Always face camera
    pixel_size = 0.01  # Scale sprite in 3D space
Option 2: Quad Meshes (Floating Sprites)
gdscript
# Create textured quads
var mesh_instance := MeshInstance3D.new()
var quad := QuadMesh.new()
quad.size = Vector2(1, 1)
mesh_instance.mesh = quad

var material := StandardMaterial3D.new()
material.albedo_texture = load("res://sprites/character.png")
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.cull_mode = BaseMaterial3D.CULL_DISABLED  # Show both sides
mesh_instance.material_override = material
Option 3: Full 3D Models (Blender/Asset Library)
gdscript
# Import .glb, .fbx models
var character := load("res://models/character.glb").instantiate()
add_child(character)

# Access animations
var anim_player := character.get_node("AnimationPlayer")
anim_player.play("idle")

Lighting Considerations

Minimum: one DirectionalLight3D + WorldEnvironment ambient so the scene is not black. Do NOT Load cascade/GI/bake tutorials in this skill — godot-3d-lighting.


UI Adaptation

gdscript
# ✅ GOOD: Keep 2D UI overlay
# Scene structure:
# Main (Node3D)
#   ├─ WorldEnvironment
#   ├─ DirectionalLight3D
#   ├─ Player (CharacterBody3D)
#   └─ CanvasLayer  # 2D UI on top of 3D world
#       └─ Control (HUD)

# UI remains 2D (Control nodes, Sprite2D for HUD elements)

Performance Budgeting (profiler gates)

Speculative "2D vs 3D budget" tables lie. Gate on measured data:

  1. Open Profiler / Debugger → Monitors after the port runs on target hardware.
  2. Draw calls / primitives — if MeshInstance count explodes, add Mesh LOD / Visibility Ranges before guessing vertex caps.
  3. Shadow cost — lower directional_shadow_max_distance and shadowed Omni/Spot count until frame time recovers (tune in godot-3d-lighting).
  4. LOD procedure — set visibility_range_* on distant GeometryInstance3D; unlit/simplified materials past the near band.
  5. Fail gate — ship only when 95th-percentile frame time meets the platform target (e.g. ≤16.6 ms for 60 FPS), not when a spreadsheet says "50–100 draw calls".

Input Scheme Changes

2D → 3D Input Mapping
gdscript
# 2D: left/right for horizontal movement
Input.get_axis("left", "right")

# 3D: Add forward/back, use get_vector()
var input := Input.get_vector("left", "right", "forward", "back")
# Returns Vector2(horizontal, vertical) for 3D movement

# Configure in Project Settings → Input Map:
# forward: W, Up Arrow
# back: S, Down Arrow
# left: A, Left Arrow
# right: D, Right Arrow

# Mouse look (lock cursor)
func _ready() -> void:
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

func _input(event: InputEvent) -> void:
    if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
        rotate_camera(event.relative)

Edge Cases

Physics Not Working
gdscript
# Problem: Forgot to set collision layers for 3D
# Solution: Reconfigure layers

var body := CharacterBody3D.new()
body.collision_layer = 0b0001  # What AM I?
body.collision_mask = 0b0110   # What do I DETECT?
Camera Clipping Through Walls

Use MANDATORY spring_arm_camera_setup.gd — set spring_arm.collision_mask to the World layer so the boom retracts instead of clipping.

Player Falling Through Floor
gdscript
# Problem: StaticBody3D floor has no CollisionShape3D
# Solution: Add collision

var floor_collision := CollisionShape3D.new()
var box_shape := BoxShape3D.new()
box_shape.size = Vector3(100, 1, 100)
floor_collision.shape = box_shape
floor.add_child(floor_collision)

Decision Tree: When to Go 3D

FactorStay 2DGo 3D
GameplayPlatformer, top-down, no depth neededExploration, first-person, 3D space combat
Art budgetPixel art, limited resources3D models available or necessary
Performance targetMobile, web, low-endDesktop, console, high-end mobile
Development timeLimitedHave time for 3D learning curve
Team skills2D artists only3D artists or asset library

Expert Techniques & Optimizations

1. Vector Math over Euler Angles

When moving a 3D character, rely heavily on Transform3D basis vectors rather than calculating trigonometric angles. To move forward locally, extract the negative Z-axis of your transform's basis: velocity = transform.basis.z * speed.

2. Understanding Coordinate Discrepancies

In 2D, the Y-axis points down. In 3D, Godot uses a right-handed system where Y-axis points UP, and forward is -Z. Translating 2D jumps to 3D requires inverting the Y velocity logic (e.g., velocity.y = JUMP_SPEED instead of -JUMP_SPEED).

Show full SKILL.md (506 more words)Show less
3. 2.5D Navigation (Camera-Projected Paths)

For 2.5D games where actors move on a 3D floor but are displayed as 2D sprites, query the NavigationServer3D directly and project the resulting PackedVector3Array into 2D screen space (or a flattened gameplay plane) using Camera3D.unproject_position.

gdscript
class_name NavigationBridge2D5D extends Node

## Projects 3D NavigationServer paths to 2D screenspace for 2.5D movement.
static func query_2_5d_path(camera: Camera3D, map_rid: RID, start_2d: Vector2, target_2d: Vector2) -> PackedVector2Array:
    # 1. Project 2D screen points to the 3D ground plane (Y=0).
    var start_3d := camera.project_position(start_2d, 0.0)
    var target_3d := camera.project_position(target_2d, 0.0)
    
    # 2. Query optimized 3D path.
    var path_3d := NavigationServer3D.map_get_path(map_rid, start_3d, target_3d, true)
    
    # 3. Project 3D world points back to 2D screenspace coordinates for the sprite.
    var path_2d := PackedVector2Array()
    for point in path_3d:
        path_2d.append(camera.unproject_position(point))
        
    return path_2d
4. Shader-Based Billboarding (Massive Crowd Rendering)

To render millions of instances, use MultiMeshInstance3D paired with a custom Visual Shader. Use VisualShaderNodeBillboard with BILLBOARD_TYPE_FIXED_Y to ensure sprites stay upright on flat terrain.

gdscript
class_name MassiveCrowdManager extends MultiMeshInstance3D
## Efficiently manages millions of camera-facing instances via GPU hardware.

func _ready() -> void:
    # 1. Configure the MultiMesh for 3D transforms.
    multimesh = MultiMesh.new()
    multimesh.transform_format = MultiMesh.TRANSFORM_3D
    multimesh.instance_count = 10000
    
    # 2. Build a ShaderMaterial using VisualShaderNodeBillboard.
    var material := ShaderMaterial.new()
    # Note: Logic assumes billboard_type=BILLBOARD_TYPE_FIXED_Y and keep_scale=true.
    multimesh.mesh = QuadMesh.new()
    multimesh.mesh.surface_set_material(0, material)
    
    # 3. Populate transforms. The GPU handles orientation.
    for i in range(multimesh.instance_count):
        var pos := Vector3(randf() * 100, 0, randf() * 100)
        multimesh.set_instance_transform(i, Transform3D(Basis(), pos))
5. Lighting Migration

PointLight2D→OmniLight3D conversion is one-shot editor work — keep a project tool if needed. Ongoing lighting quality belongs in godot-3d-lighting.

Deep recipes (on demand)

TopicReference / script
Step-by-step migration / perf gatesmigration-recipes.md
2.5D nav bridge / crowd billboardsinline Expert Techniques + bundled scripts

Reference

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.

Official Documentation
  • Introduction to 3D — Coordinate system, Node3D, and camera basics you must adopt when leaving the CanvasItem/Y-down 2D world.
  • Using transforms — Basis/Transform3D/Quaternion patterns that replace Euler-angle Camera2D follow and 2D rotation habits.
  • CharacterBody3D — Destination move_and_slide API after CharacterBody2D → CharacterBody3D conversion (no dedicated 3D tutorial page).
  • Physics introduction — Separate 2D/3D layer systems, units (1 unit ≈ 1 m), and gravity vectors that invalidate copied 2D masks.
  • Collision shapes (3D) — Shape3D equivalents for BoxShape2D/CapsuleShape2D when rebuilding CollisionShape3D stacks.
  • SpringArm3D — Third-person boom + occlusion pull-in that must replace direct Camera2D position copying.
  • 3D lights and shadows — Minimum DirectionalLight3D/OmniLight3D setup; 3D scenes are black without lights or unlit materials.
  • Environment and post-processing — WorldEnvironment ambient fill so ports are not pitch-black between key lights.
  • Standard Material 3D — Billboard, transparency, and shading modes for Sprite3D/QuadMesh sprite→plane art paths.
  • Using GridMaps — MeshLibrary/GridMap replacement for TileMapLayer-style level layouts in 3D.
  • Importing 3D scenes — GLB/FBX scale and animation import when leaving the sprite pipeline for real meshes.
  • Physics interpolation introduction — Why camera follow in _process needs interpolated transforms after physics-step movement.
Prerequisites
  • godot-gdscript-mastery — Typed Vector2/Vector3 and Transform3D fluency before applying Y→Z mapping helpers.
  • godot-characterbody-2d — Source platformer/top-down movement semantics you are lifting into CharacterBody3D.
  • godot-2d-physics — Existing 2D layer/mask design that must be recreated under the separate 3D physics layer table.
  • godot-input-handling — Input.get_vector plus mouse-capture look so 2D left/right maps become camera-relative XZ.
Complements
  • godot-camera-systems — SpringArm3D / orbit / first-person rigs that replace Camera2D follow after the port.
  • godot-3d-lighting — DirectionalLight3D, shadows, and ambient environments required once sprites become lit meshes.
  • godot-3d-materials — PBR/billboard/alpha materials for QuadMesh and Sprite3D art migration.
  • godot-3d-world-building — GridMap, collision generation, and LOD after TileMapLayer worlds move to 3D.
  • godot-raycasting-queries — Mouse→world PhysicsRayQueryParameters3D picks used by point-and-click 3D ports.
  • godot-ui-containers — CanvasLayer HUD that stays 2D while world content becomes Node3D.
  • godot-navigation-pathfinding — NavigationServer3D paths for 2.5D bridges that still project to screen or gameplay planes.
  • godot-adapt-3d-to-2d — Inverse adaptation lattice when deciding to flatten back or keep hybrid 2.5D.
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting 2D/3D concern.

© 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

Files

SKILL.md and 12 other files (scripts, references) in skills/godot-adapt-2d-to-3d of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/migration-recipes.md
  • scripts/adapt_2d_to_3d_patterns.gd
  • scripts/characterbody3d_migration_movement.gd
  • scripts/crisp_projected_ui.gd
  • scripts/light_migration_tool.gd
  • scripts/massive_crowd_manager.gd
  • scripts/navigation_bridge_2d5d.gd
  • scripts/physics_layer_migration_checklist.gd
  • scripts/spring_arm_camera_setup.gd
  • scripts/sprite_plane.gd
  • scripts/vector_mapping.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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Works with

Questions about Godot Adapt 2D To 3D

What does Godot Adapt 2D To 3D do?

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…. Godot Adapt 2D To 3D is an agent skill from 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 scheme adaptations.

When should I use Godot Adapt 2D To 3D?

Godot Adapt 2D To 3D fits situations like: porting 2D projects to 3D; adding 3D elements; keywords: CharacterBody2D to CharacterBody3D; area2D to Area3D.

How do I install Godot Adapt 2D To 3D in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-2d-to-3d -a claude-code`. Or copy the skill folder (skills/godot-adapt-2d-to-3d in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-adapt-2d-to-3d in your project. Claude Code loads it when a task matches its description.

How do I install Godot Adapt 2D To 3D in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-2d-to-3d -a codex`. Or copy the skill folder (skills/godot-adapt-2d-to-3d in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-adapt-2d-to-3d in your project. Codex loads it when a task matches its description.

Can I use Godot Adapt 2D To 3D in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-2d-to-3d -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-adapt-2d-to-3d, .gemini/skills/godot-adapt-2d-to-3d, .github/skills/godot-adapt-2d-to-3d and .opencode/skills/godot-adapt-2d-to-3d in your project.

What does Godot Adapt 2D To 3D need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Adapt 2D To 3D is instructions for the agent only.

Does Godot Adapt 2D To 3D access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Adapt 2D To 3D safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Adapt 2D To 3D use?

Godot Adapt 2D To 3D 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.

How many tokens does Godot Adapt 2D To 3D use?

About 4.7k tokens (SKILL.md is roughly 19k 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 2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Adapt 2D To 3D?

Skills that share tags, products or a category with Godot Adapt 2D To 3D: 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.

Who maintains Godot Adapt 2D To 3D?

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.