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…
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .claude/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
Type 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.
skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .agents/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .cursor/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .gemini/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
Installs 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).
skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .github/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "godot-adapt-3d-to-2d" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d into .opencode/skills/godot-adapt-3d-to-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-adapt-3d-to-2d", 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.
Facts
Skill name
godot-adapt-3d-to-2d
GitHub stars
821
Token cost
~4.5k tokens
SKILL.md length
1,301 words
Files
19 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0
At a glance
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…
Works in 3 steps: Flattened Navigation (3D Navmesh to 2D… → Auto-LOD for 2D (Performance Optimization) → Dimensional Patcher (CharacterBody3D to…
Porting 3D to 2D
SKILL.md covers NEVER Do, Available Scripts, Dimension Reduction Strategies and Art Pipeline: 3D Models →…, plus 5 more sections
Building 2.5D / isometric / fake-depth gameplay
What it does
Godot Adapt 3D To 2D is an agent skill from 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 control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal…
Its SKILL.md is about 4.5k 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/dimension-reduction.md` and `references/migration-notes.md`).
It sits in Game Development, covering Game development, Prototyping and Sprites and pixel art. 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 3D to 2D
Building 2.5D / isometric / fake-depth gameplay
Creating 2D versions for mobile
Keywords: CharacterBody3D to CharacterBody2D
Example prompts
“/godot-adapt-3d-to-2d”
Workflow steps
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.
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 16 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 3D To 2D loads about 4.5k tokens when it runs, and up to ~5.8k if it reads all its reference files. Until then it costs about 150 tokens; SKILL.md has 1,301 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~150
When it runs· the whole SKILL.md, loaded when a task matches
~4.5k
With references· SKILL.md plus every file in references/, read only if the agent opens them
~5.8k
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.
Download SKILL.mdSave it as .claude/skills/godot-adapt-3d-to-2d/SKILL.md (or your agent's skills folder). This skill also uses 18 other files; get the full folder from GitHub.
name
godot-adapt-3d-to-2d
description
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 control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
NEVER Do
NEVER remove Z-axis without gameplay compensation — Blindly flattening 3D to 2D removes spatial strategy. Add other depth mechanics (layers, jump height variations).
NEVER keep 3D collision shapes — Use simpler 2D shapes (CapsuleShape2D, RectangleShape2D). 3D shapes don't convert automatically.
NEVER use orthographic Camera3D as "2D mode" — WHY: You still pay 3D transform/lighting costs and miss CanvasItem batching. Use Camera2D + 2D nodes (ortho_simulation.gd only for simulated height).
NEVER assume automatic performance gain — Poorly optimized 2D (too many draw calls, large sprite sheets) can be slower than optimized 3D.
NEVER forget to adjust gravity — 3D gravity is Vector3(0, -9.8, 0). 2D gravity is float (980 pixels/s²). Scale appropriately.
NEVER treat ground and air hits as the same Area2D overlap — In 2.5D, a ground slash must not hit jumping targets. WHY: 2D physics has no Z. Use hitbox_depth_manager.gd height AABB checks.
NEVER fight Y-sort with per-sprite z_index spam — WHY: Ownership of sort order belongs on the Y-sorted parent. Use depth_sorting_y_sort.gd; manual z_index drifts every frame.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
Strategy router (MANDATORY / Do NOT Load)
Strategy
Load
Do NOT Load
True 2D (drop Z)
jump_z_axis_sim.gd only if platformer height remains; else CharacterBody2D patterns
Complete CharacterBody2D snippet separating structural physical ground movement (X,Y) from a mathematically simulated jumping height (Z) in a topdown game.
Area2D derived class that requires explicit custom Z-height overlap (1D AABB collision) prior to validating 2D triggers to stop incorrect "ground vs air" collision in 2.5D.
Sprite2D shadow simulator exploiting Godot 4.x Transform2D matrix skew shear to project and angle shadows away from a simulated 3D sun direction on a 2D floor.
Topdown 2D pathfinding workaround allowing "aerial" units to cross walls by leveraging multiple tiered 2D Navigation Layers instead of proper 3D verticality.
Automatic programmatic generation of CanvasTexture combining base albedo and baked normal maps at runtime so Sprites correctly react to 2D PointLIGHTs like 3D geometry.
Gravity scale: 3D 9.8 m/s² → 2D ~980 px/s² when 1 m ≈ 100 px. Collisions: CapsuleShape3D → CapsuleShape2D (see Physics Adjustments). Camera: Camera3D/SpringArm → Camera2D — NEVER ortho Camera3D as “2D mode”.
Art Pipeline: 3D Models → Sprites
MANDATORY when baking multi-angle sprites from GLB/scenes: model_to_sprite_bake.gd (@tool SubViewport baker).
Manual Blender export stays outside this skill. Strategy choice stays in the decision tree below — do not re-inline bake recipes in the body.
Physics Adjustments
Gravity Scaling
gdscript
# 3D gravity (m/s²): 9.8
# 2D gravity (pixels/s²): Scale to pixel units
# If 1 meter = 100 pixels:
const GRAVITY_2D = 9.8 * 100 # = 980 pixels/s²
# Adjust jump velocity proportionally:
# 3D jump: 4.5 m/s
# 2D jump: -450 pixels/s
# 3D: Full 3D movement with camera-relative controls
var input_3d := Input.get_vector("left", "right", "forward", "back")
var camera_basis := camera.global_transform.basis
var direction := (camera_basis * Vector3(input_3d.x, 0, input_3d.y)).normalized()
# 2D: Simple 4-direction (or 8-direction with diagonals)
var input_2d := Input.get_vector("left", "right", "up", "down")
velocity = input_2d.normalized() * SPEED
Performance Gains
Optimization Techniques
gdscript
# 1. Use TileMapLayer instead of individual Sprite2D nodes
var tilemap := TileMapLayer.new()
tilemap.tile_set = load("res://tileset.tres")
# 2. Batch sprite rendering
# Use single large sprite sheet instead of individual textures
# 3. Reduce particle count
var godot-particles := GPUParticles2D.new()
godot-particles.amount = 50 # Down from 200 in 3D
UI Adaptation
gdscript
# Most 3D games already use 2D UI (CanvasLayer)
# No changes needed!
# Just verify UI scaling for new aspect ratios
get_viewport().size_changed.connect(_on_viewport_resized)
func _on_viewport_resized() -> void:
var viewport_size := get_viewport().get_visible_rect().size
# Adjust UI anchors/margins
Edge Cases
Depth Sorting
NEVER drive sort with per-sprite z_index = int(global_position.y) — that contradicts Y-sort ownership. MANDATORYdepth_sorting_y_sort.gd: enable y_sort_enabled on the parent and keep children at default relative z.
Lost Spatial Audio
gdscript
# 3D spatial audio (AudioStreamPlayer3D) → 2D panning (AudioStreamPlayer2D)
var audio_2d := AudioStreamPlayer2D.new()
audio_2d.stream = load("res://sounds/footstep.ogg")
audio_2d.max_distance = 1000.0 # 2D range
audio_2d.attenuation = 2.0
add_child(audio_2d)
Decision Tree: When to Simplify to 2D
Factor
Keep 3D
Go 2D
Target platform
Desktop, console
Mobile, web
Art style
Realistic, immersive
Stylized, retro
Gameplay
Requires 3D space
Works in 2D plane
Performance
Have GPU budget
Need 60 FPS on low-end
Team skills
3D artists
2D artists or pixel art
Expert Techniques & Optimizations
Show full SKILL.md (532 more words)Show less
1. Flattened Navigation (3D Navmesh to 2D Grid)
While Godot treats 2D and 3D navigation as separate systems, you can project 3D pathfinding logic onto a 2D grid using AStarGrid2D. This is highly optimized for 2D grid-based movement and avoids the overhead of a full 3D navmesh.
gdscript
class_name GridNavBridge extends Node
var astar_grid: AStarGrid2D
func _ready() -> void:
astar_grid = AStarGrid2D.new()
astar_grid.region = Rect2i(0, 0, 100, 100)
astar_grid.cell_size = Vector2(16, 16)
astar_grid.update()
## Converts a 3D target position to a 2D grid path.
func get_grid_path_from_3d(start_3d: Vector3, end_3d: Vector3) -> PackedVector2Array:
var start_map := Vector2i(start_3d.x / 16, start_3d.z / 16)
var end_map := Vector2i(end_3d.x / 16, end_3d.z / 16)
return astar_grid.get_point_path(start_map, end_map)
2. Auto-LOD for 2D (Performance Optimization)
Automatic LOD is natively a 3D feature, but you can simulate it in 2D using VisibleOnScreenEnabler2D. This node automatically toggles the process_mode of target nodes (like high-res sprites or complex AI) when they leave the screen, preserving CPU cycles and GPU fill rate.
gdscript
# Attach to a complex 2D entity
func setup_2d_lod(target_node: Node2D) -> void:
var enabler := VisibleOnScreenEnabler2D.new()
# Define the 'high-detail' rect
enabler.rect = Rect2(-64, -64, 128, 128)
enabler.enable_node_path = target_node.get_path()
add_child(enabler)
3. Dimensional Patcher (CharacterBody3D to 2D Regex)
To automate the down-porting of 3D controllers, use a RegEx script to map Vector3 to Vector2 and replace 3D-specific properties. This is essential for massive porting tasks where manual conversion of movement logic is prone to error.
gdscript
@tool
extends EditorScript
func _run() -> void:
var regex = RegEx.new()
# Pattern to find Vector3 constructors and replace with Vector2
regex.compile("Vector3\\(([^,]+),\\s*([^,]+),\\s*([^)]+)\\)")
var script_content = "velocity = Vector3(input.x, 0.0, input.y) * speed"
var result = regex.sub(script_content, "Vector2($1, $3)", true)
# Output: "velocity = Vector2(input.x, input.y) * speed"
print(result)
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 2D — Establishes the CanvasItem/Camera2D pipeline you must switch into when leaving Node3D rendering for real 2D performance.
Using CharacterBody2D — Canonical move_and_slide / floor / jump patterns after CharacterBody3D → CharacterBody2D conversion.
Physics introduction — Units, layers/masks, and why 3D gravity/Vector3 assumptions break when gravity becomes a 2D scalar.
2D transforms — Transform2D basis/skew math used for isometric placement and fake projected shadows.
2D parallax — Layer scroll scales that replace Z-depth when gameplay collapses to a plane.
Canvas layers — Stacking CanvasLayers for fake-depth cameras without keeping an orthographic Camera3D.
2D lights and shadows — Normal-mapped CanvasTexture / Light2D path that restores 3D-looking lighting on sprites.
Godot Adapt 3D To 2D 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.
Godot Adapt 3D To 2D compared with similar skills
Skill
Stars
Used in
Tokens
Auto-check
Licence
Repo updated
Godot Adapt 3D To 2D this skillthedivergentai/GD-Agentic-Skills
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…
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
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…
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…
Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and…
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…. Godot Adapt 3D To 2D is an agent skill from thedivergentai/GD-Agentic-Skills.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification.
When should I use Godot Adapt 3D To 2D?
Godot Adapt 3D To 2D fits situations like: porting 3D to 2D; building 2.5D / isometric / fake-depth gameplay; creating 2D versions for mobile; keywords: CharacterBody3D to CharacterBody2D.
How do I install Godot Adapt 3D To 2D in Claude Code?
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a claude-code`. Or copy the skill folder (skills/godot-adapt-3d-to-2d in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-adapt-3d-to-2d in your project. Claude Code loads it when a task matches its description.
How do I install Godot Adapt 3D To 2D in Codex?
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d -a codex`. Or copy the skill folder (skills/godot-adapt-3d-to-2d in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-adapt-3d-to-2d in your project. Codex loads it when a task matches its description.
Can I use Godot Adapt 3D To 2D 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-3d-to-2d -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-3d-to-2d, .gemini/skills/godot-adapt-3d-to-2d, .github/skills/godot-adapt-3d-to-2d and .opencode/skills/godot-adapt-3d-to-2d in your project.
What does Godot Adapt 3D To 2D need to run?
SKILL.md names no scripts, command-line tools or credentials: Godot Adapt 3D To 2D is instructions for the agent only.
Does Godot Adapt 3D To 2D 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 3D To 2D 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 3D To 2D use?
Godot Adapt 3D To 2D 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 3D To 2D use?
About 4.5k tokens (SKILL.md is roughly 18k 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 1.3k tokens, read only when the agent opens those files.
What are the alternatives to Godot Adapt 3D To 2D?
Skills that share tags, products or a category with Godot Adapt 3D To 2D: AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Godot 2D Essentials (jame581/GodotPrompter, 805 stars), Gecs (RandallLiuXin/GodotMaker, 550 stars) and Godot Asset Generator (jwynia/agent-skills, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Godot Adapt 3D To 2D?
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.