Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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…
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-2d-to-3d -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-2d-to-3d --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-adapt-2d-to-3d .claude/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .claude/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3dType 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-adapt-2d-to-3d -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-2d-to-3d --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-adapt-2d-to-3d .agents/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .agents/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3d -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-2d-to-3d --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-adapt-2d-to-3d .cursor/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .cursor/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3d--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-adapt-2d-to-3d -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-2d-to-3d --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-adapt-2d-to-3d .gemini/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .gemini/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3dInstalls 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-adapt-2d-to-3d -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-adapt-2d-to-3d .github/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .github/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3d -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-adapt-2d-to-3d --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-adapt-2d-to-3d .opencode/skills/godot-adapt-2d-to-3d && 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-adapt-2d-to-3d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-2d-to-3d into .opencode/skills/godot-adapt-2d-to-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-2d-to-3d", 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-adapt-2d-to-3dExpert 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. 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.
5 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 10 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 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.
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). 1,244 words, ~4,655 tokens.
.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.Quaternion for 3D rotation interpolation or the Basis matrix for directional vectors._process to follow a body moving in _physics_process causes jitter. Use Node3D.get_global_transform_interpolated() for smooth transforms.MANDATORY: Load migration scripts before pasting camera/movement recipes.
MANDATORY third-person SpringArm3D + Camera3D. Do not parent Camera3D bare to the body.
MANDATORY camera-relative CharacterBody3D movement for 2D→3D ports.
MANDATORY checklist: 3D Physics layer names are separate from 2D — mirror names, then apply bits.
Sprite3D billboard configuration and world-to-screen projection for placing 2D UI over 3D objects.
Vector2↔Vector3 mapping helpers (Y-up vs Z-forward pitfalls).
Diegetic / projected UI sharpness patterns.
Billboards, mouse→3D rays, CanvasLayer overlay helpers.
Projects NavigationServer3D paths to 2D screen/gameplay plane for 2.5D sprite actors.
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.
| 2D Node | 3D Equivalent | Notes |
|---|---|---|
| CharacterBody2D | CharacterBody3D | MANDATORY characterbody3d_migration_movement.gd |
| RigidBody2D | RigidBody3D | Gravity Vector3(0, -9.8, 0) |
| StaticBody2D | StaticBody3D | Shape3D resources (no auto-convert) |
| Area2D | Area3D | Same trigger idea; new layers |
| Sprite2D | MeshInstance3D / Sprite3D | Billboard vs mesh art choice |
| Camera2D | Camera3D | MANDATORY spring_arm_camera_setup.gd |
| CollisionShape2D | CollisionShape3D | Re-author shapes |
| RayCast2D | RayCast3D | target_position is Vector3 |
physics_layer_migration_checklist.gd. Project Settings → Layer Names → 3D Physics.spring_arm_camera_setup.gd. Never copy Camera2D follow onto Camera3D.characterbody3d_migration_movement.gd. Camera-relative XZ; jump on Y.# 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# 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# 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")Minimum: one DirectionalLight3D + WorldEnvironment ambient so the scene is not black. Do NOT Load cascade/GI/bake tutorials in this skill — godot-3d-lighting.
# ✅ 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)Speculative "2D vs 3D budget" tables lie. Gate on measured data:
directional_shadow_max_distance and shadowed Omni/Spot count until frame time recovers (tune in godot-3d-lighting).visibility_range_* on distant GeometryInstance3D; unlit/simplified materials past the near band.# 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)# 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?Use MANDATORY spring_arm_camera_setup.gd — set spring_arm.collision_mask to the World layer so the boom retracts instead of clipping.
# 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)| Factor | Stay 2D | Go 3D |
|---|---|---|
| Gameplay | Platformer, top-down, no depth needed | Exploration, first-person, 3D space combat |
| Art budget | Pixel art, limited resources | 3D models available or necessary |
| Performance target | Mobile, web, low-end | Desktop, console, high-end mobile |
| Development time | Limited | Have time for 3D learning curve |
| Team skills | 2D artists only | 3D artists or asset library |
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.
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).
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.
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_2dTo 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.
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))PointLight2D→OmniLight3D conversion is one-shot editor work — keep a project tool if needed. Ongoing lighting quality belongs in godot-3d-lighting.
| Topic | Reference / script |
|---|---|
| Step-by-step migration / perf gates | migration-recipes.md |
| 2.5D nav bridge / crowd billboards | inline Expert Techniques + bundled scripts |
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.
Basis/Transform3D/Quaternion patterns that replace Euler-angle Camera2D follow and 2D rotation habits.move_and_slide API after CharacterBody2D → CharacterBody3D conversion (no dedicated 3D tutorial page)._process needs interpolated transforms after physics-step movement.Input.get_vector plus mouse-capture look so 2D left/right maps become camera-relative XZ.PhysicsRayQueryParameters3D picks used by point-and-click 3D ports.© 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 12 other files (scripts, references) in skills/godot-adapt-2d-to-3d of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot Adapt 2D To 3D 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 Adapt 2D To 3D this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~4.7k | 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 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…
thedivergentai/GD-Agentic-Skills
Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and…
Works with
Categories
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.
Godot Adapt 2D To 3D fits situations like: porting 2D projects to 3D; adding 3D elements; keywords: CharacterBody2D to CharacterBody3D; area2D to Area3D.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Godot Adapt 2D To 3D 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 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.
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.
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.
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.