Agent skill

Godot Adapt Mobile To Desktop

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and…

LGPL-3.0Auto-check passedGame Development

Install Godot Adapt Mobile To Desktop

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-adapt-mobile-to-desktop --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-mobile-to-desktop .claude/skills/godot-adapt-mobile-to-desktop && 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-mobile-to-desktop
GitHub stars
821
Token cost
~2.9k tokens
SKILL.md length
918 words
Files
16 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and…

  • Works in 5 steps: MANDATORY desktop_input_adapter (+… → desktop_ui_scaler + expanded layouts… → dynamic_window_manager +… → …
  • Creating desktop ports
  • SKILL.md covers NEVER Do, Available Scripts, Decision Tree — Input Script… and Port Procedure (ordered), plus 5 more sections
  • Cross-platform releases

What it does

Godot Adapt Mobile To Desktop is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mousecontrols, keyboardshortcuts, resolutionscaling, graphicssettings, fullscreentoggle, windowmodes, Steamintegration, desktopoptimization.

Its SKILL.md is about 2.9k 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/desktop-port-deep.md`, `references/desktop-port-testing-checklist.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Creating desktop ports
  • Cross-platform releases
  • Keywords: mousecontrols
  • Keyboardshortcuts

Example prompts

  • “/godot-adapt-mobile-to-desktop”

Workflow steps

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

  1. MANDATORY desktop_input_adapter (+ hover_bridge for UI) so every touch action has a precision equivalent.
  2. desktop_ui_scaler + expanded layouts (hotbar/chat/minimap) — godot-ui-containers for structure.
  3. dynamic_window_manager + multi_monitor_handling + quit_confirmation.
  4. resolution_dropdown + uncapped_framerate + graphics quality ladder (persist ConfigFile).
  5. Deeper OS integration → godot-platform-desktop.

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 Mobile To Desktop loads about 2.9k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 119 tokens; SKILL.md has 918 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~119
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.1k

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). 918 words, ~2,925 tokens.

Download SKILL.mdSave it as .claude/skills/godot-adapt-mobile-to-desktop/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.
name
godot-adapt-mobile-to-desktop
description
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.

NEVER Do

  • NEVER keep touch-only controls — Add mouse/keyboard alternatives. Touch controls on desktop feel awkward and limit precision.
  • NEVER lock to mobile resolution — Desktop can handle 1920x1080+ and higher frame rates. Upscale UI, increase render distance.
  • NEVER hide graphics settings — Desktop players expect quality options (resolution, VSync, shadows, anti-aliasing).
  • NEVER use mobile-sized UI — Touch targets (44pt) are too large for mouse. Reduce button/text size by 30-50%.
  • NEVER forget window management — Players expect fullscreen, borderless, maximize, and multi-monitor support.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

desktop_input_adapter.gd

MANDATORY first read for input remap — Bridges mobile actions to keyboard/mouse without rewriting gameplay. Emits mouse_look_bridge_requested when FPS capture is needed — pair with mouse_capture_look.

hover_bridge.gd

MANDATORY when UI needs hover — Restores desktop hover/focus affordances mobile never had. Prefer this over ad-hoc mouse_entered dumps.

mouse_capture_look.gd

Captured look via InputEventMouseMotion.relative — use for FPS/orbit when adapter alone is not enough.

dynamic_window_manager.gd

MANDATORY — Windowed / exclusive fullscreen / borderless via DisplayServer.

keybinding_remapper.gd

Runtime InputMap remap + ConfigFile persistence.

cursor_state_manager.gd

Hardware cursor show/hide/combat vs menu states.

uncapped_framerate.gd

VSync / Engine.max_fps unlock for 144Hz+.

resolution_dropdown.gd

Native resolution OptionButton from DisplayServer.screen_get_size.

desktop_ui_scaler.gd

MANDATORY — Shrink thumb-sized mobile Controls for mouse density.

scroll_wheel_zoom.gd

Mouse-wheel zoom replacing pinch.

quit_confirmation.gd

MANDATORY — set_auto_accept_quit(false) + save prompt on WM close.

multi_monitor_handling.gd

Launch/place window on the screen under the cursor.


Decision Tree — Input Script Picks

NeedUse
Map touch actions → WASD/mouse without rewriting moversdesktop_input_adapter
Button/Control hover styles & tooltipshover_bridge
Captured mouselook (FPS/3P orbit)mouse_capture_look — MANDATORY when aim/Look requires captured relative motion; adapter get_aim_vector() alone is top-down only
Rebindable keyskeybinding_remapper
Pinch → wheel zoomscroll_wheel_zoom

When desktop_input_adapter emits mouse_look_bridge_requested, attach or enable mouse_capture_look.gd on the player/camera rig — do not stop after InputMap injection.

Port Procedure (ordered)

  1. MANDATORY desktop_input_adapter (+ hover_bridge for UI) so every touch action has a precision equivalent.
  2. desktop_ui_scaler + expanded layouts (hotbar/chat/minimap) — godot-ui-containers for structure.
  3. dynamic_window_manager + multi_monitor_handling + quit_confirmation.
  4. resolution_dropdown + uncapped_framerate + graphics quality ladder (persist ConfigFile).
  5. Deeper OS integration → godot-platform-desktop.

Platform Services Decision Tree (Steam / Discord)

GoalDecision
Ship on Steam with cloud/achievementsAdd GDExtension bridge (e.g. GodotSteam); keep init behind OS.has_feature("steam") / editor-safe stubs. Do not paste fake Steam.* tutorials into gameplay scripts.
Discord Rich Presence onlyPrefer a thin GDExtension/plugin; update presence from an Autoload on scene change — never block _ready on network.
No store integration this milestoneCut — omit Steam/Discord code paths entirely; document as future GDExtension spike.

Deep Recipes

MANDATORY when porting beyond the ordered procedure: read desktop-port-deep.md. Do NOT Load it for a first-pass keyboard/mouse remap.

Testing (before ship)

MANDATORY before declaring the port complete: run desktop-port-testing-checklist.md. Do not inline a partial checklist — use the reference file.

Expert Techniques (short)

  • Optional lightweight launcher via OS.create_process + user://settings.cfg before main pack.
  • Short FPS benchmark → write user://override.cfg quality suggestions.
  • Graphics quality ladder (MSAA, shadow atlas, post-FX) and UI density tables live in desktop-port-deep.md — open when port procedure rows are insufficient.

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 (421 more words)Show less
Official Documentation
  • Using InputEvent — Event pipeline for replacing InputEventScreenTouch/ScreenDrag with mouse motion, buttons, and keyboard actions on desktop.
  • Mouse and input coordinates — Viewport vs canvas transforms so mouse aim and hover hit the same UI/game space as former touch targets.
  • Custom mouse cursor — Hardware cursor shapes and hide/show rules for combat vs menus (Input.set_custom_mouse_cursor).
  • Input examples — Practical WASD, mouse-look, and action patterns that map onto mobile virtual-joystick / button actions.
  • Handling quit requests — NOTIFICATION_WM_CLOSE_REQUEST / set_auto_accept_quit(false) so the OS close button can prompt save instead of silent exit.
  • Multiple resolutions — Stretch mode, aspect, and content scale when leaving fixed mobile base resolutions for 1080p–4K and ultrawide.
  • DisplayServer — Window modes, VSync, screen count/size/position, and refresh-rate queries behind fullscreen and multi-monitor ports.
  • Window — Per-window size, position, and mode APIs used with borderless / exclusive fullscreen toggles.
  • InputMap — Runtime remapping of actions to keycodes so PC players can rebind what mobile hard-coded as touch zones.
  • Size and anchors — Anchor/offset contracts when shrinking thumb-sized controls for mouse density without breaking layout.
  • Using Containers — Box/Grid/Margin layout rules for expanded desktop HUDs (hotbars, chat, minimap) vs compact mobile stacks.
  • Feature tags — pc / mobile / OS tags for branching input, UI scale, and graphics quality without separate projects.
Prerequisites
  • godot-input-handling — Shared InputEvent buffering, action maps, and device detection before injecting WASD/mouse equivalents for mobile actions.
  • godot-ui-containers — Anchors, containers, and minimum sizes so desktop UI shrink/expand passes keep layout correct across resolutions.
  • godot-platform-mobile — Inventory the mobile lifecycle, touch, and safe-area assumptions you are replacing before desktop window/input paths take over.
Complements
  • godot-platform-desktop — Deeper Windows/macOS/Linux DisplayServer and OS integration once the mobile→desktop control and settings remap is in place.
  • godot-camera-systems — Mouse-look, orbit, and scroll-wheel zoom rigs that replace swipe/pinch camera controls.
  • godot-performance-optimization — Profiling and quality ladders when unlocking FPS, MSAA, shadows, and draw distance for desktop GPUs.
  • godot-save-load-systems — Durable save ownership hooked to window-close confirmation and settings ConfigFile persistence.
  • godot-ui-theming — Theme type variations and hover styles that mobile never showed but desktop players expect on buttons/menus.
  • godot-project-foundations — Display stretch, renderer, and feature-tag project defaults that every desktop port branch depends on.
  • godot-autoload-architecture — Singleton homes for window managers, input adapters, and graphics settings that must outlive scene changes.
Downstream / consumers
  • godot-export-builds — Packaging and CI export presets for Windows/macOS/Linux after input/UI/window gates pass on desktop.
  • godot-adapt-desktop-to-mobile — Inverse lattice when the same codebase must keep or regain touch-first paths after a desktop-first pass.
  • godot-monte-carlo-balancer — Re-tune difficulty when mouse precision and higher FPS invalidate mobile touch timing and aim curves.
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-mobile-to-desktop of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/desktop-port-deep.md
  • references/desktop-port-testing-checklist.md
  • references/migration-notes.md
  • scripts/cursor_state_manager.gd
  • scripts/desktop_input_adapter.gd
  • scripts/desktop_ui_scaler.gd
  • scripts/dynamic_window_manager.gd
  • scripts/hover_bridge.gd
  • scripts/keybinding_remapper.gd
  • scripts/mouse_capture_look.gd
  • scripts/multi_monitor_handling.gd
  • scripts/quit_confirmation.gd
  • scripts/resolution_dropdown.gd
  • scripts/scroll_wheel_zoom.gd
  • scripts/uncapped_framerate.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
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Works with

Questions about Godot Adapt Mobile To Desktop

What does Godot Adapt Mobile To Desktop do?

Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and…. Godot Adapt Mobile To Desktop is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features.

When should I use Godot Adapt Mobile To Desktop?

Godot Adapt Mobile To Desktop fits situations like: creating desktop ports; cross-platform releases; keywords: mousecontrols; keyboardshortcuts.

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

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

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

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

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

What does Godot Adapt Mobile To Desktop need to run?

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

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

Godot Adapt Mobile To Desktop 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 Mobile To Desktop use?

About 2.9k 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 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Godot Adapt Mobile To Desktop?

Skills that share tags, products or a category with Godot Adapt Mobile To Desktop: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Adapt Mobile To Desktop?

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.