Agent skill

Godot Adapt Desktop To Mobile

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs…

LGPL-3.0Auto-check passedGame Development

Install Godot Adapt Desktop To Mobile

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-adapt-desktop-to-mobile -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-desktop-to-mobile --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-desktop-to-mobile .claude/skills/godot-adapt-desktop-to-mobile && 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-desktop-to-mobile
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
952 words
Files
16 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs…

  • Works in 6 steps: MANDATORY mobile-port-checklist.md —… → Replace hover/right-click/scroll with… → MANDATORY safe-area + mobile_ui_adapter… → …
  • Creating mobile ports
  • SKILL.md covers NEVER Do, Available Scripts, Touch Control Schemes and Edge Cases (checklist), plus 4 more sections
  • Cross-platform mobile builds

What it does

Godot Adapt Desktop To Mobile is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtualjoystick, gesturedetector, InputEventScreenTouch, InputEventScreenDrag, mobileoptimization, batterysaving, adaptiveperformance, MOBILEENABLED.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 17 other files, including scripts and reference files (for example `references/migration-notes.md`, `references/mobile-port-checklist.md` and `references/mobile-port-deep.md`).

It sits in Game Development, covering Game development, Cross-platform mobile apps and Mobile UI design. 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

  • Creating mobile ports
  • Cross-platform mobile builds
  • Keywords: TouchScreenButton
  • Virtualjoystick

Example prompts

  • “/godot-adapt-desktop-to-mobile”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. MANDATORY mobile-port-checklist.md — confirm pre-port inventory and gate rows before remapping controls.
  2. Replace hover/right-click/scroll with touch equivalents (decision matrix).
  3. MANDATORY safe-area + mobile_ui_adapter for 44–48dp targets; keep critical HUD above fingers.
  4. Hook battery_saver_mode + offline_save_sync on pause/resume.
  5. Enable resolution_scaler + mobile_shader_fallback until device FPS is stable.
  6. Deep Android/iOS IAP/permissions → godot-platform-mobile (Do NOT Load full platform skill until control/UI/perf gates pass).

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 12 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 Desktop To Mobile loads about 3.1k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 135 tokens; SKILL.md has 952 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~135
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.3k

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). 952 words, ~3,114 tokens.

Download SKILL.mdSave it as .claude/skills/godot-adapt-desktop-to-mobile/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.
name
godot-adapt-desktop-to-mobile
description
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.

Adapt: Desktop to Mobile

Expert guidance for porting desktop games to mobile platforms.

NEVER Do

  • NEVER use mouse position directly — Touch has no "hover" state. Replace mouse_motion with screen_drag and check InputEventScreenTouch.pressed.
  • NEVER keep small UI elements — Apple HIG requires 44pt minimum touch targets. Android Material: 48dp. Scale up buttons 2-3x.
  • NEVER forget finger occlusion — User's finger blocks 50-100px radius. Position critical info ABOVE touch controls, not below.
  • NEVER run at full performance when backgrounded — Mobile OSs kill apps that drain battery in background. Pause physics, reduce FPS to 1-5 when app loses focus.
  • NEVER use desktop-only features — Mouse hover, right-click, keyboard shortcuts, scroll wheel don't exist on mobile. Provide touch alternatives.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern. Do not paste joystick/gesture/UI tutorials inline.

dynamic_joystick_spawner.gd

MANDATORY for move sticks — Joystick appears where the user touches the left half (prefer over fixed-position recipes).

virtual_joystick.gd

Fixed-base stick Control — use when UI art requires a static well; otherwise prefer dynamic_joystick_spawner.

gesture_combo_system.gd

MANDATORY for swipe/pinch — Duration/distance/multi-touch ratio → signals.

mobile_ui_adapter.gd

MANDATORY for Control remaps — Scales/reanchors desktop HUD for thumb reach + density.

resolution_scaler.gd

Adaptive scaling_3d_scale to hold 60FPS while keeping 2D UI sharp.

battery_saver_mode.gd

MANDATORY — NOTIFICATION_APPLICATION_PAUSED → Engine.max_fps = 1 + pause physics.

ui_safe_area_margins.gd

DisplayServer.get_display_safe_area() padding for notches / hole-punch.

touch_camera_pan_zoom.gd

1-finger pan + 2-finger pinch Camera2D.

haptic_feedback_manager.gd

Input.vibrate_handheld + iOS plugin hook pattern.

mobile_shader_fallback.gd

Strip SSS/clearcoat/heavy shading on weak mobile renderers.

on_screen_keyboard_handler.gd

Virtual keyboard occlusion → tween UI up. Use for LineEdit/TextEdit focus — not a substitute for HUD scaling.

mobile_ui_adapter.gd vs on_screen_keyboard_handler
NeedScript
Scale/reanchor HUD, spawn virtual sticks, thumb-reach densitymobile_ui_adapter
OS virtual keyboard covers focused text fieldon_screen_keyboard_handler (often both: adapter for layout, OSK handler for text fields)
offline_save_sync.gd

MANDATORY — Persist on App Pause (WM_CLOSE is unreliable on mobile kill).


Touch Control Schemes

Decision Matrix
GenreRecommended ControlScript
PlatformerVirtual joystick (left) + jump button (right)dynamic_joystick_spawner / virtual_joystick
Top-down shooterDual-stick (move left, aim right)dynamic_joystick_spawner ×2
Turn-basedDirect tap on units/tilesgesture_combo_system (tap)
PuzzleTap, swipe, pinchgesture_combo_system
Card gameDrag-and-dropmobile_ui_adapter + drag Controls
RacingTilt or tap left/rightplatform-mobile / Input sensors
Port Procedure (ordered)
  1. MANDATORY mobile-port-checklist.md — confirm pre-port inventory and gate rows before remapping controls.
  2. Replace hover/right-click/scroll with touch equivalents (decision matrix).
  3. MANDATORY safe-area + mobile_ui_adapter for 44–48dp targets; keep critical HUD above fingers.
  4. Hook battery_saver_mode + offline_save_sync on pause/resume.
  5. Enable resolution_scaler + mobile_shader_fallback until device FPS is stable.
  6. Deep Android/iOS IAP/permissions → godot-platform-mobile (Do NOT Load full platform skill until control/UI/perf gates pass).

Edge Cases (checklist)

  • Multi-touch index conflicts on dual sticks — track event.index per stick
  • OSK covering LineEdit → on_screen_keyboard_handler.gd
  • Background kill without save → offline_save_sync.gd (WM_CLOSE unreliable on mobile)
  • Notch clipping → ui_safe_area_margins.gd
  • Palm touches screen edge — ignore ~50px border taps
  • Desktop test builds: handle both InputEventMouseButton and InputEventScreenTouch

Device testing (before ship)

Full port recipes → mobile-port-deep.md.

Deep Recipes

MANDATORY when porting beyond the decision matrix: read mobile-port-deep.md. Do NOT Load it for a first-pass control remap.

Expert Techniques (short)

  • Capture store screenshots via await RenderingServer.frame_post_draw + viewport image.
  • Debug overlay: OS.get_memory_info() — do not spam heavy allocs while monitoring.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Show full SKILL.md (399 more words)Show less
Official Documentation
  • Using InputEvent — Event pipeline and why InputEventScreenTouch / InputEventScreenDrag replace hover/mouse-motion assumptions on mobile.
  • Mouse and input coordinates — Viewport vs canvas transforms so touch positions land on the same UI/game space as desktop mouse tests.
  • Input examples — Practical multi-touch and drag patterns that map to virtual joysticks, swipes, and pinch gestures.
  • Multiple resolutions — Stretch modes, aspect, and content scale so phone/tablet layouts keep touch targets readable.
  • Resolution scaling — scaling_3d_scale / FSR tradeoffs used by adaptive quality when mobile GPUs miss frame budget.
  • Introduction to the 3 rendering methods — Why ports should prefer Mobile or Compatibility over Forward+ for fill-rate and feature set.
  • Handling quit requests — NOTIFICATION_APPLICATION_PAUSED / resume lifecycle that mobile OSes use instead of reliable window-close saves.
  • DisplayServer — get_display_safe_area(), virtual keyboard APIs, and screen metrics behind notches and OSK occlusion.
  • Using Containers — Margin/Box/Grid container contracts for safe-area padding and large touch targets.
  • TouchScreenButton — Built-in on-screen buttons that emit Input actions without custom hit-testing.
  • Exporting for Android — Permissions, APK/AAB, and device testing gates after the control/UI port is ready.
  • Exporting for iOS — Xcode export, capabilities, and App Store constraints that catch desktop leftovers late.
Prerequisites
  • godot-input-handling — Shared InputEvent buffering, deadzones, and multi-touch gesture foundations before building virtual joysticks or swipe combos.
  • godot-ui-containers — Anchors, containers, and minimum sizes so 44–48px touch targets and safe-area margins stay layout-correct.
  • godot-project-foundations — Feature tags (mobile/android/ios), display stretch, and renderer defaults that every port branch depends on.
Complements
  • godot-platform-mobile — Deeper Android/iOS platform APIs (permissions, IAP, thermal) once the desktop→touch control remap is in place.
  • godot-performance-optimization — Profiling and CPU/GPU cuts when adaptive scaling_3d_scale and material fallbacks are not enough.
  • godot-save-load-systems — Durable save ownership that hooks pause/resume instead of desktop-only quit notifications.
  • godot-camera-systems — Camera2D/3D follow and zoom contracts used by one-finger pan + two-finger pinch controllers.
  • godot-shaders-basics — Cheaper CanvasItem/Spatial shader paths when stripping desktop-only visual features for mobile GPUs.
  • godot-3d-materials — StandardMaterial3D feature flags (SSS, clearcoat) that mobile_shader_fallback disables on weak renderers.
  • godot-tweening — Smooth UI lifts when the OS virtual keyboard covers LineEdits/TextEdits.
  • godot-autoload-architecture — Singleton homes for haptic feedback, battery saver, and offline save sync managers.
Downstream / consumers
  • godot-export-builds — Packaging, signing, and CI export presets after touch/UI/perf gates pass on devices.
  • godot-platform-desktop — Keep desktop mouse/keyboard paths working when the same project remains dual-input after the mobile adapt.
  • godot-genre-puzzle — Tap/swipe/pinch control schemes that consume the gesture and UI scaling patterns from this skill.
Master
  • godot-master — Library router and mirrored module entry for discovering this adapt skill beside sibling domains.

© 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 15 other files (scripts, references) in skills/godot-adapt-desktop-to-mobile of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/mobile-port-checklist.md
  • references/mobile-port-deep.md
  • scripts/battery_saver_mode.gd
  • scripts/dynamic_joystick_spawner.gd
  • scripts/gesture_combo_system.gd
  • scripts/haptic_feedback_manager.gd
  • scripts/mobile_shader_fallback.gd
  • scripts/mobile_ui_adapter.gd
  • scripts/offline_save_sync.gd
  • scripts/on_screen_keyboard_handler.gd
  • scripts/resolution_scaler.gd
  • scripts/touch_camera_pan_zoom.gd
  • scripts/ui_safe_area_margins.gd
  • scripts/virtual_joystick.gd

Open the folder on GitHubat commit 4c4d0ff

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Works with

Questions about Godot Adapt Desktop To Mobile

What does Godot Adapt Desktop To Mobile do?

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs…. Godot Adapt Desktop To Mobile is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features.

When should I use Godot Adapt Desktop To Mobile?

Godot Adapt Desktop To Mobile fits situations like: creating mobile ports; cross-platform mobile builds; keywords: TouchScreenButton; virtualjoystick.

How do I install Godot Adapt Desktop To Mobile in Claude Code?

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

How do I install Godot Adapt Desktop To Mobile in Codex?

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

Can I use Godot Adapt Desktop To Mobile 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-desktop-to-mobile -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-desktop-to-mobile, .gemini/skills/godot-adapt-desktop-to-mobile, .github/skills/godot-adapt-desktop-to-mobile and .opencode/skills/godot-adapt-desktop-to-mobile in your project.

What does Godot Adapt Desktop To Mobile need to run?

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

Does Godot Adapt Desktop To Mobile 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 Desktop To Mobile 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 Desktop To Mobile use?

Godot Adapt Desktop To Mobile 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 Desktop To Mobile use?

About 3.1k tokens (SKILL.md is roughly 12k 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 2.2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Adapt Desktop To Mobile?

Skills that share tags, products or a category with Godot Adapt Desktop To Mobile: Gdscript Advanced (jame581/GodotPrompter, 805 stars), Godot Optimization (jame581/GodotPrompter, 805 stars), Prompt Generator (LeoYeAI/openclaw-master-skills, 2.2k stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Adapt Desktop To Mobile?

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.