Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-moba .claude/skills/godot-genre-moba && rm -rf skills-srcUse ~/.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/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .claude/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
$skill-installer install https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-mobaType 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.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-genre-moba .agents/skills/godot-genre-moba && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .agents/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-genre-moba .cursor/skills/godot-genre-moba && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .cursor/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
$ gemini skills install https://github.com/thedivergentai/GD-Agentic-Skills.git --path skills/godot-genre-moba--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-genre-moba .gemini/skills/godot-genre-moba && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .gemini/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-mobaInstalls 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).
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-genre-moba .github/skills/godot-genre-moba && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .github/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-genre-moba .opencode/skills/godot-genre-moba && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-genre-moba" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba into .opencode/skills/godot-genre-moba/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-moba", 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.
godot-genre-mobaExpert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…
Godot Genre Moba is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lanemanager, minionwaves, toweraggro, clicktomove, abilitycooldowns, fogofwar, comebackmechanics.
Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 22 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/moba-meta-systems-deep.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.
7 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.
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.
Ships 16 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Genre Moba loads about 5.1k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 133 tokens; SKILL.md has 1,567 words of instructions outside code blocks.
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.
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.
The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,567 words, ~5,058 tokens.
.claude/skills/godot-genre-moba/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.multiplayer.is_server().TRANSFER_MODE_RELIABLE for continuous movement; strictly use UNRELIABLE or UNRELIABLE_ORDERED for position/velocity to prevent network congestion.MultiplayerSynchronizer and implement Interp/Client-Side Prediction for visual smoothness.get_next_path_position() calls across multiple frames.NavigationAgent paths inside _process(); strictly use _physics_process() to interact with the navigation server and avoidance systems.RenderingServer or crashing the engine.path_search_max_polygons too low in large maps; agents will stop or walk incorrectly if the limit is reached before the destination.Area2D for high-performance Fog of War LOS; strictly use nodeless physics queries (intersect_ray) to bypass node overhead.Resource scripts for data separation and memory efficiency.duplicate(true) on shared ability Resources; modifying a buff on a shared resource will affect all heroes globally.StringName (&"stunned") for pointer-speed comparisons.Vector2i and TileMapLayer to prevent precision jitter.WorkerThreadPool to maintain 60+ FPS.Callable bindings for decoupled architecture.is_equal_approx() for range, cooldown, and mana validations.| Goal | Load first | Skip / defer |
|---|---|---|
| Solo lane prototype (1 hero, local waves, no peers) | tower_priority_aggro.gd, weighted_target_selector.gd, skill_shot_indicator.gd, hero_state_machine.gd | server_minion_sync, full fog grid, prediction |
| Authoritative 5v5 (dedicated/listen server) | server_minion_sync.gd, synced_ability_controller.gd, fog_visibility_check.gd + fog_grid_mask.gd, minion_worker_pathfinder.gd | Client-trusted damage, per-minion MultiplayerSynchronizer |
| Peer skill | godot-multiplayer-networking, godot-navigation-pathfinding, godot-ability-system | Inventing a second networking stack inside this genre skill |
_physics_process pathfinding. Prefer over per-minion full A* every frame.var_to_bytes match replay frames (not JSON).leash_radius.| Phase | Skills | Purpose |
|---|---|---|
| 1. Control | rts-controls | Right-click to move, A-move, Stop |
| 2. AI | godot-navigation-pathfinding | Minion waves, Tower aggro logic |
| 3. Combat | godot-ability-system, godot-rpg-stats | QWER abilities, cooldowns, scaling |
| 4. Network | godot-multiplayer-networking | Authority, lag compensation, prediction |
| 5. Map | godot-3d-world-building | Lanes, Jungle, River, Bases |
| 6. Balance | godot-monte-carlo-balancer | Hero/asymmetry matrix (not sole AFK→pro) |
Do not invent inline lane_manager / minion_ai samples.
MANDATORY reads: server_minion_sync.gd for batched wave state; minion_worker_pathfinder.gd when agent count needs WorkerThreadPool; weighted_target_selector.gd for march→combat target picks. Spawn cadence stays data/timer-driven on the server; clients render from sync arrays.
Priority: Hero attacking Ally > unit attacking Ally Hero > closest minion > closest hero.
MANDATORY read: tower_priority_aggro.gd. Compose with weighted_target_selector.gd for group ranks.
MANDATORY read: fog_visibility_check.gd for nodeless LoS; paint results into fog_grid_mask.gd. Never use
Area2Doverlap as the fog oracle.
Implementation pattern for "QWER" targeting:
Raycasting from camera to terrain.
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("move"):
var result = raycast_from_mouse()
if result:
nav_agent.target_position = result.positionDefining "Fireball" or "Hook" without unique scripts for everything.
# ability_data.gd
class_name Ability extends Resource
@export var cooldown: float
@export var mana_cost: float
@export var damage: float
@export var effect_scene: PackedSceneavoidance_enabled for minions so they flow around each other like water, rather than stacking.SubViewport with a fog texture. Paint "holes" in the texture where allies are. Project this texture onto the terrain shader.Professional implementation of match playback, network smoothing, and advanced jungle AI.
For high-performance match recording, use var_to_bytes() to serialize state dictionaries into a compressed binary format. Avoid JSON for replays to minimize disk I/O and file size.
class_name ReplayManager extends Node
var frame_history: Array[PackedByteArray] = []
func record_frame(state: Dictionary) -> void:
# Efficiently convert data to bytes
frame_history.append(var_to_bytes(state))
func save_replay(match_id: String) -> void:
var file := FileAccess.open("user://replays/" + match_id + ".dat", FileAccess.WRITE)
if file:
file.store_var(frame_history) # Stores the whole array as a variant
file.close()
func play_frame(frame_index: int) -> Dictionary:
return bytes_to_var(frame_history[frame_index])Use Godot 4.x's built-in physics interpolation to mask network jitter. Combined with MultiplayerSynchronizer, this provides smooth hero movement even at low tick rates (15-20Hz).
class_name HeroNetSync extends CharacterBody3D
func _ready() -> void:
# Enable native engine interpolation for visual smoothness
physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_ON
if is_multiplayer_authority():
setup_synchronizer()
func setup_synchronizer() -> void:
var sync := $MultiplayerSynchronizer
var config := SceneReplicationConfig.new()
# Sync position/rotation via unreliable ordered packets
config.add_property(NodePath(".:global_position"))
sync.replication_config = configImplement a state machine for jungle monsters that monitors distance from their spawn point. If a hero draws them too far, they enter a "Leashing" state, becoming invulnerable and returning home.
class_name JungleCreep extends CharacterBody3D
@export var leash_radius: float = 12.0
@onready var spawn_pos := global_position
func _physics_process(_delta: float) -> void:
var dist_from_home := global_position.distance_to(spawn_pos)
match state:
State.CHASING:
if dist_from_home > leash_radius:
state = State.LEASHING
State.LEASHING:
# Move back to spawn_pos using NavigationAgent3D
nav_agent.target_position = spawn_pos
if global_position.distance_to(spawn_pos) < 1.0:
state = State.IDLE
health = max_health # Reset health on returnExpert Tip: Always use NavigationServer3D.map_get_iteration_id() to ensure the navigation map is fully synced before allowing AI to pathfind after spawning.
MANDATORY for depth beyond decision trees and script catalog: moba-meta-systems-deep.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
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.
Resource data with duplicate(true) so buffs never mutate shared templates.© 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
SKILL.md and 20 other files (scripts, references) in skills/godot-genre-moba of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot Genre Moba 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Genre Moba this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~5.1k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
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…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
thedivergentai/GD-Agentic-Skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
thedivergentai/GD-Agentic-Skills
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…
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…
thedivergentai/GD-Agentic-Skills
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237…
thedivergentai/GD-Agentic-Skills
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…
Works with
Categories
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…. Godot Genre Moba is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage).
Godot Genre Moba fits situations like: competitive 5v5; abilitycooldowns; comebackmechanics.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a claude-code`. Or copy the skill folder (skills/godot-genre-moba in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-moba in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-moba -a codex`. Or copy the skill folder (skills/godot-genre-moba in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-moba in your project. Codex loads it when a task matches its description.
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-genre-moba -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-genre-moba, .gemini/skills/godot-genre-moba, .github/skills/godot-genre-moba and .opencode/skills/godot-genre-moba in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Genre Moba is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.
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.
Godot Genre Moba 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.
About 5.1k tokens (SKILL.md is roughly 20k 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 2.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Genre Moba: 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.
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.