Agent skill

Godot Adapt 3D To 2D

by thedivergentai in 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…

LGPL-3.0Auto-check passedGame Development

Install Godot Adapt 3D To 2D

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-3d-to-2d --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-3d-to-2d .claude/skills/godot-adapt-3d-to-2d && 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-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.

  1. Flattened Navigation (3D Navmesh to 2D Grid)
  2. Auto-LOD for 2D (Performance Optimization)
  3. Dimensional Patcher (CharacterBody3D to 2D Regex)

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 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.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,301 words, ~4,511 tokens.

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)
StrategyLoadDo NOT Load
True 2D (drop Z)jump_z_axis_sim.gd only if platformer height remains; else CharacterBody2D patternsortho_simulation.gd, iso math, fake shadows
2.5D / fake depthMANDATORY ortho_simulation.gd + jump_z_axis_sim.gd + hitbox_depth_manager.gd + depth_sorting_y_sort.gd (+ parallax_depth_camera.gd / fake_3d_shadows.gd)Manual z_index = int(y) spam; ortho Camera3D as 2D
Isometric stayMANDATORY isometric_math_core.gd + depth_sorting_y_sort.gdCartesian-only velocity samples; Camera3D ortho fake
Bake 3D→spritesMANDATORY model_to_sprite_bake.gd (+ billboard_sprite_manager.gd for Doom-style)Blender bake recipes in body
Node/physics convert onlyDecision tree + gravity/collision notes belowStrategy code samples; Dimensional Patcher regex without review
ortho_simulation.gd

Simulates 3D Z-axis height in 2D top-down games. Handles vertical velocity, gravity, sprite offset, and shadow scaling.

projection_utils.gd

Projects 3D world positions to 2D screen space for nameplates, healthbars, and targeting. Handles behind-camera detection and distance-based scaling.

isometric_math_core.gd

Expert utility generating translating between 2D Cartesian and True Isometric screenspace projection matrices without using 2D Node transforms.

depth_sorting_y_sort.gd

Expert dynamic Z-index Y-Sort script for fake 3D sorting isolated trees matching CanvasItem _update_sorting().

jump_z_axis_sim.gd

Complete CharacterBody2D snippet separating structural physical ground movement (X,Y) from a mathematically simulated jumping height (Z) in a topdown game.

parallax_depth_camera.gd

Fake Depth Camera applying varying offset algorithms to completely disparate CanvasLayers based on an index to simulate 3D camera translation panning.

hitbox_depth_manager.gd

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.

fake_3d_shadows.gd

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.

billboard_sprite_manager.gd

8-directional FPS Doom-style sprite controller isolating the simulated 3D relative angle between a moving 2D CharacterBody and a Camera2D viewpoint.

nav_region_flattening.gd

Topdown 2D pathfinding workaround allowing "aerial" units to cross walls by leveraging multiple tiered 2D Navigation Layers instead of proper 3D verticality.

ortho_to_perspective_fx.gd

Screen space CanvasItem warp Shader simulating a Mode 7 / tabletop perspective pitch. Maps top screen coordinates via division pinching.

2d_lighting_normals.gd

Automatic programmatic generation of CanvasTexture combining base albedo and baked normal maps at runtime so Sprites correctly react to 2D PointLIGHTs like 3D geometry.

model_to_sprite_bake.gd

MANDATORY for automated 3D→sprite angle baking via SubViewport. Keep body as strategy router.

grid_nav_bridge.gd

Flatten 3D nav intent onto AStarGrid2D for grid-based 2D ports (XZ → cell indices).


Dimension Reduction Strategies

Pick one row from the strategy router above — do not paste conversion tutorials in-scene.

StrategyIntentScripts
True 2DDrop Z; Vector2 velocity; Camera2DPeer godot-characterbody-2d / godot-camera-systems
2.5D / fake depthSimulated height + Y-sort ownership + ground-vs-air hitboxesortho_simulation.gd, jump_z_axis_sim.gd, hitbox_depth_manager.gd, depth_sorting_y_sort.gd
Isometric stay2D physics + iso projectionMANDATORY isometric_math_core.gd

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
Collision Simplification
gdscript
# 3D: CapsuleShape3D (16 segments, expensive)
var shape_3d := CapsuleShape3D.new()
shape_3d.radius = 0.5
shape_3d.height = 2.0

# 2D: CapsuleShape2D (much simpler)
var shape_2d := CapsuleShape2D.new()
shape_2d.radius = 16  # pixels
shape_2d.height = 64

Control Simplification

3D Free Movement → 2D Restricted
gdscript
# 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. MANDATORY depth_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

FactorKeep 3DGo 2D
Target platformDesktop, consoleMobile, web
Art styleRealistic, immersiveStylized, retro
GameplayRequires 3D spaceWorks in 2D plane
PerformanceHave GPU budgetNeed 60 FPS on low-end
Team skills3D artists2D 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)

Deep recipes (on demand)

TopicReference / script
True 2D / bake / camera conversiondimension-reduction.md

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 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.
  • Navigation introduction (2D) — 2D nav regions/layers for flattening vertical 3D pathing into tiered 2D agents.
  • Using Viewports — SubViewport capture of 3D models into Sprite2D textures (runtime or bake pipeline).
  • Camera2D — Zoom, limits, and follow API that should replace “ortho Camera3D as 2D mode.”
  • CanvasItem — y_sort_enabled / z_index / z_as_relative for depth sorting after losing true Z.
  • General optimization — Reminds that 2D only wins if draw calls, overdraw, and process cost are actually reduced.
Prerequisites
  • godot-characterbody-2d — Destination movement API for top-down/platformer ports once Z is simulated or removed.
  • godot-2d-physics — CapsuleShape2D/Area2D collision simplification and layer masks after dropping 3D shapes.
  • godot-camera-systems — Camera2D follow/limits/zoom so ports do not keep a fake ortho Camera3D.
  • godot-gdscript-mastery — Typed Vector2/Transform2D math and tooling scripts used throughout dimension-reduction helpers.
Complements
  • godot-2d-animation — Sprite-sheet / AnimatedSprite2D pipeline after baking 3D models to directional frames.
  • godot-shaders-basics — CanvasItem shaders for Mode-7 / perspective pitch and other screen-space depth fakes.
  • godot-tilemap-mastery — TileMapLayer batching that often replaces individual 3D mesh instances in the 2D port.
  • godot-navigation-pathfinding — Deeper 2D navmesh/AStarGrid2D patterns when flattening aerial/vertical routes.
  • godot-audio-systems — AudioStreamPlayer3D → AudioStreamPlayer2D panning/attenuation after spatial audio is lost.
  • godot-adapt-2d-to-3d — Inverse adaptation lattice when deciding which axis of the port to keep or reverse.
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 18 other files (scripts, references) in skills/godot-adapt-3d-to-2d of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/dimension-reduction.md
  • references/migration-notes.md
  • scripts/2d_lighting_normals.gd
  • scripts/adapt_3d_to_2d_patterns.gd
  • scripts/billboard_sprite_manager.gd
  • scripts/depth_sorting_y_sort.gd
  • scripts/directional_sprite_resolver.gd
  • scripts/fake_3d_shadows.gd
  • scripts/grid_nav_bridge.gd
  • scripts/hitbox_depth_manager.gd
  • scripts/isometric_math_core.gd
  • scripts/jump_z_axis_sim.gd
  • scripts/model_to_sprite_bake.gd
  • scripts/nav_region_flattening.gd
  • scripts/ortho_simulation.gd
  • scripts/ortho_to_perspective_fx.gd
  • scripts/parallax_depth_camera.gd
  • scripts/projection_utils.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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Works with

Questions about Godot Adapt 3D To 2D

What does Godot Adapt 3D To 2D do?

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.

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.