Agent skill

Godot Game Loop Collection

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress.

LGPL-3.0Auto-check passedGame Development

Install Godot Game Loop Collection

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-collection -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-collection --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-game-loop-collection .claude/skills/godot-game-loop-collection && 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-game-loop-collection
GitHub stars
821
Token cost
~2.4k tokens
SKILL.md length
713 words
Files
8 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress.

  • Works in 2 steps: Persistent Collection (Save/Load) → Collection Archive UI (Silhouettes)
  • Implementing collectibles
  • SKILL.md covers NEVER Do (collection landmines), Golden Path (MANDATORY), Available Scripts (full set) and Expert Collection Patterns, plus 1 more section
  • Scavenger hunts

What it does

Godot Game Loop Collection is an agent skill from thedivergentai/GD-Agentic-Skills. Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectibleid, scavengerhunt, collectionmanager, collectioncompass, completionarchive, hiddenitemspawner, findall, collectibleitem.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `references/collection-loop-advanced.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Game 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

  • Implementing collectibles
  • Scavenger hunts
  • Completion% archives
  • Compass-guided item hunts

Example prompts

  • “/godot-game-loop-collection”

Workflow steps

2 steps, taken from the step headings in SKILL.md.

  1. Persistent Collection (Save/Load)
  2. Collection Archive UI (Silhouettes)

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 5 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 Game Loop Collection loads about 2.4k tokens when it runs, and up to ~3.8k if it reads all its reference files. Until then it costs about 113 tokens; SKILL.md has 713 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~113
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.8k

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). 713 words, ~2,421 tokens.

Download SKILL.mdSave it as .claude/skills/godot-game-loop-collection/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
godot-game-loop-collection
description
Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.

NEVER Do (collection landmines)

  • NEVER reuse or omit stable collectible IDs — Duplicate IDs double-count or overwrite; missing IDs break completion % and saves.
  • NEVER count the same Area overlap twice — body_entered can re-fire on re-entry; gate with "already collected" / one-shot disable of monitoring.
  • NEVER persist NodePaths as the identity of collectibles — Paths break on scene moves; save IDs (StringName / int), not get_path().
  • NEVER soft-lock the last item — If compass / spawn logic depends on "remaining > 1", the final pickup becomes unfindable.
  • NEVER store hunt progress only in scene-local nodes — Level reload wipes progress; keep collected set in collection_manager.gd + save.
  • NEVER queue_free() collectibles with zero juice and no ID commit — Commit ID first (signal), then VFX, then free.
  • NEVER scale collectible collision shapes non-uniformly — Breaks overlap math; edit shape resources.
  • NEVER hardcode spawn positions in code — Use Marker3D / designer points with hidden_item_spawner.gd.
  • NEVER drive collection truth from UI silhouettes — Archive UI mirrors manager state; manager is authoritative.
  • NEVER load massive levels synchronously on hunt complete — use threaded ResourceLoader (see references).
  • NEVER manipulate SceneTree from worker threads — call_deferred only.

Golden Path (MANDATORY)

  1. collectible_item.gd — item_id (unique) + collection_id (hunt), one-shot Area pickup
  2. collection_manager.gd — authoritative collected-ID set via register_item() + get_remaining_ids()
  3. collection_compass.gd — nearest node whose item_id is still in manager remainders
  4. Persist collected IDs via godot-save-load-systems

Optional: hidden_item_spawner.gd for randomized hunts; collection_loop_patterns.gd for advanced loop/MainLoop helpers.

Available Scripts (full set)

Expert Collection Patterns

1. Persistent Collection (Save/Load)

Serialize the manager’s collected item_id set per collection_id (PackedStringArray via get_collected_ids() / restore_collected_ids()), not node paths. Reload: manager restores set → collectibles self-disable if item_id already owned.

2. Collection Archive UI (Silhouettes)

Grid of icons: uncollected modulate silhouette; reveal when manager signals that ID. UI never invents collected state.

MANDATORY for threaded loads, MainLoop helpers, and archive/save depth: collection-loop-advanced.md. Do NOT Load for simple fixed-ID scavenger hunts.

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.

Show full SKILL.md (333 more words)Show less
Official Documentation
  • Area3D — body_entered pickup volumes for 3D collectibles and layer/mask setup so only the player triggers collection.
  • Using Area2D — 2D overlap patterns when adapting the same collectible loop to Area2D/Sprite2D radar UIs.
  • Groups — register collectibles and broadcast resets via get_nodes_in_group / call_group without hard-coded node paths.
  • Idle and physics processing — keep collision-driven progress in _physics_process / physics frames; throttle compass/UI work in _process.
  • SceneTree — pause flags, groups, physics_frame, and current_scene ownership used by collection state transitions.
  • Change scenes manually — deferred free + instantiate handoff when finishing a hunt and loading the next level.
  • Background loading — ResourceLoader.load_threaded_request / status polling so large collectible levels do not hitch the main thread.
  • Saving games — persist collected IDs and progress dictionaries with FileAccess under user://.
  • Vector math — direction_to / get_angle_to for nearest-collectible compass pointing.
  • Marker3D — designer-placed spawn anchors for hidden-item hunts instead of hard-coded coordinates.
  • Using signals — typed item_collected / collection_updated wiring from pickups into the manager and UI.
  • MainLoop — custom loop extension surface referenced by advanced collection_loop_patterns (rarely needed over SceneTree).
Prerequisites
  • godot-project-foundations — scene tree, @onready, and resource basics before wiring managers, markers, and collectible scenes.
  • godot-gdscript-mastery — typed signals, match, await, and deferred calls used throughout collection managers and loop patterns.
  • godot-physics-3d — Area3D/CollisionShape3D layers and non-uniform scale pitfalls that break pickup detection.
Complements
Downstream / consumers
  • godot-quest-system — wraps collection progress as quest objectives with rewards and branching.
  • godot-inventory-system — turns collected pickups into inventory grants when items are kept rather than consumed.
  • godot-theme-easter — seasonal egg-hunt presentation layered on the same collection loop.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© 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 7 other files (scripts, references) in skills/godot-game-loop-collection of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/collection-loop-advanced.md
  • references/migration-notes.md
  • scripts/collectible_item.gd
  • scripts/collection_compass.gd
  • scripts/collection_loop_patterns.gd
  • scripts/collection_manager.gd
  • scripts/hidden_item_spawner.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Game Loop Collection 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 Game Loop Collection compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Game Loop Collection this skillthedivergentai/GD-Agentic-Skills821—~2.4kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Godot Ability Systemjame581/GodotPrompter805—~3kAutomated safety check: PassMIT
Godot Camera Systemsjame581/GodotPrompter805—~2.8kAutomated safety check: PassMIT
Input MapperRandallLiuXin/GodotMaker5501 repos~727Automated safety check: PassCustom licence
Godotautonomous-ai/openharness1.2k—~570Automated safety check: PassMIT

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Works with

Questions about Godot Game Loop Collection

What does Godot Game Loop Collection do?

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Godot Game Loop Collection is an agent skill from thedivergentai/GD-Agentic-Skills. Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress.

When should I use Godot Game Loop Collection?

Godot Game Loop Collection fits situations like: implementing collectibles; scavenger hunts; completion% archives; compass-guided item hunts.

How do I install Godot Game Loop Collection in Claude Code?

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

How do I install Godot Game Loop Collection in Codex?

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

Can I use Godot Game Loop Collection 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-game-loop-collection -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-game-loop-collection, .gemini/skills/godot-game-loop-collection, .github/skills/godot-game-loop-collection and .opencode/skills/godot-game-loop-collection in your project.

What does Godot Game Loop Collection need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Game Loop Collection is instructions for the agent only.

Does Godot Game Loop Collection 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 Game Loop Collection 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 Game Loop Collection use?

Godot Game Loop Collection 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 Game Loop Collection use?

About 2.4k tokens (SKILL.md is roughly 9.7k 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 1.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Game Loop Collection?

Skills that share tags, products or a category with Godot Game Loop Collection: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Ability System (jame581/GodotPrompter, 805 stars), Godot Camera Systems (jame581/GodotPrompter, 805 stars) and Input Mapper (RandallLiuXin/GodotMaker, 550 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Game Loop Collection?

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.