Godot Assets Pipeline
jame581/GodotPrompter
Explains how Godot 4.3 and later imports assets: image compression modes, 3D scenes, audio and resource formats, and import settings, with GDScript and C# examples.
Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.gettimesincelastmix), note highways (scroll speed, timing windows), judgment…
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-rhythm -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-rhythm --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-rhythm .claude/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .claude/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythmType 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-rhythm -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-rhythm --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-rhythm .agents/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .agents/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythm -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-rhythm --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-rhythm .cursor/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .cursor/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythm--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-rhythm -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-rhythm --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-rhythm .gemini/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .gemini/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythmInstalls 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-rhythm -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-rhythm .github/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .github/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythm -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-rhythm --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-rhythm .opencode/skills/godot-genre-rhythm && 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-rhythm" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-rhythm into .opencode/skills/godot-genre-rhythm/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-rhythm", 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-rhythmExpert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.gettimesincelastmix), note highways (scroll speed, timing windows), judgment…
Godot Genre Rhythm is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.gettimesincelastmix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythmgame, audiosync, timingjudgment, notehighway, combosystem, BPMconductor, latencycompensation.
Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 16 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/rhythm-systems-deep.md`).
It sits in Game Development, covering Game development and Game assets and audio. 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.
4 steps, taken from the first numbered list 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 12 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
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 Rhythm loads about 3.4k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 133 tokens; SKILL.md has 697 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). 697 words, ~3,370 tokens.
.claude/skills/godot-genre-rhythm/SKILL.md (or your agent's skills folder). This skill also uses 14 other files; get the full folder from GitHub.Time.get_ticks_msec() / Time.get_ticks_usec() as the song clock; strictly use AudioStreamPlayer.get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() (see rhythm_conductor.gd)._process(); strictly use _physics_process() or a conductor loop to ensure deterministic timing regardless of render frames._process() to capture hit inputs; strictly use _input(event) to record the exact timestamp of the button press event.AudioStreamPlayer.pitch_scale to adjust speed and avoid globally breaking physics logic._process delta as the song clock; strictly read the conductor's get_song_time() (playback + mix − output latency).yield or await for beat timing; strictly use a sample-accurate Delta Accumulator tied to the audio clock.load() dynamically during gameplay; strictly use ResourceLoader.load_threaded_request() to avoid thread stalling.MANDATORY reads before implementing the matching system:
- rhythm_conductor.gd — canonical audio clock
- input_judge_logic.gd — time-window judging
- note_object_pool.gd — pooled notes (no per-beat instantiate)
- latency_calibrator.gd — player hardware offset
Do NOT load unused lanes: skip audio_spectrum_analyzer.gd unless building reactive viz; skip dynamic_bpm_handler.gd for constant-BPM tracks.
Script map: Baseline
MusicConductorsamples → rhythm_conductor.gd;JudgmentSystem→ input_judge_logic.gd; chart spawn → note_orchestrator.gd + note_object_pool.gd.
_input judge → 5. Score/combo UI| Need | Action |
|---|---|
| Song position | MANDATORY rhythm_conductor.gd get_song_time() |
| Visual highway | Position from song time / beats — never _process delta integration as truth |
| Hit timestamp | Capture in _input / _unhandled_input, compare to note target time |
| Need | Action |
|---|---|
| Judgment windows | input_judge_logic.gd |
| Scoring / combo | rhythm_scoring_system.gd + score_combo_manager.gd |
| Chart spawn | note_orchestrator.gd + pool |
| Juice | rhythm_ui_feedback.gd / beat_synced_animator.gd |
Do not re-inline MusicConductor / NoteHighway / JudgmentSystem / RhythmScoring classes in this skill — load the scripts.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Audio | godot-audio-systems | Stream clock + latency |
| 2. Input | godot-input-handling | Timestamped hits |
| 3. UI | godot-ui-containers | Highway / HUD |
| 4. Perf | pooling / shaders | Dense charts |
| 5. Balance | godot-monte-carlo-balancer | Window difficulty bands |
| Pitfall | Solution |
|---|---|
Time.get_ticks_* conductor | Use playback + mix − latency |
Judge in _process | _input + song time |
| Instantiate per note | note_object_pool.gd |
MANDATORY for depth beyond decision trees and script catalog: rhythm-systems-deep.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
AudioServer and custom offset_input not _process for precise timingGPUParticles2D for hit effectsCalculate precise offsets by compensating for OS/Hardware latency.
## 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
- [Sync the gameplay with audio and music](https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html) — Playback-position helpers (`get_time_since_last_mix`, output latency) that every BPM conductor and judgment window must use.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — AudioStreamPlayer roles, pitch_scale for song speed, and how music reaches buses without breaking sync.
- [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html) — Route Music / HitSFX / UI so judgment SFX never fight the track bus.
- [Importing audio samples](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html) — WAV vs Ogg/MP3 tradeoffs for charts, hit clicks, and calibration tones.
- [AudioServer](https://docs.godotengine.org/en/stable/classes/class_audioserver.html) — Mix/output latency APIs and bus-effect instances used by conductors and spectrum visuals.
- [AudioStreamPlayer](https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer.html) — Non-positional music/hit player API (`get_playback_position`, `pitch_scale`, pause) for the highway clock.
- [AudioEffectSpectrumAnalyzer](https://docs.godotengine.org/en/stable/classes/class_audioeffectspectrumanalyzer.html) — Engine-side FFT effect for reactive highways without main-thread FFT work.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — `_input` / action press timing for lane hits instead of polling in `_process`.
- [CanvasItem shaders](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html) — UV scroll patterns for GPU note highways that avoid moving thousands of sprites on CPU.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Judgment splash, receptor pulse, and beat-synced scale pops without frame-tied lerps.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — Threaded chart/audio preload so dense tracks never stall the first note.
### Related Skills
#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Audio latency project settings, bus layout names, and input map lane actions must exist before the conductor runs.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Buses, stream players, spectrum instances, and sync-with-audio helpers this genre skill consumes for BPM clocks.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Action maps, `_input` vs `_unhandled_input`, and event timestamps for lane press/release and anti-spam.
- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed Resources for NoteData/charts, signals for beat/judgment events, and deterministic timing loops.
#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Judgment labels, receptor flashes, and beat pulses should be Tween-driven, not per-frame scale hacks.
- [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) — Shader highways and spectrum-driven uniforms keep dense charts off the CPU.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — Hit sparks and combo flourishes via GPUParticles2D without instantiating VFX every Perfect.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Score/combo HUD, calibration sliders, and lane receptor layout as Control trees.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Persist A/V offset, scroll speed, and difficulty windows across sessions.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Conductor / scoring / pool owners are typically Autoloads with a clear boot order.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Beat, judgment, combo-break, and chart-finished signals need owner boundaries so UI never owns the clock.
#### Downstream / consumers
- [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Escalate when note pools, highway draw calls, or mix callbacks still hitch after pooling and shader scroll.
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Simulate timing-window width, scroll speed, and miss penalties against clear rates before shipping difficulty tiers.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting rhythm 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
SKILL.md and 14 other files (scripts, references) in skills/godot-genre-rhythm of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot Genre Rhythm 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 Rhythm this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~3.4k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Assets Pipelinejame581/GodotPrompter | 805 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Godot Audio Systemjame581/GodotPrompter | 805 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 213 | — | ~831 | Automated safety check: Pass | MIT | |
| Scenario Game Assetsscenario-labs/skills | 946 | — | ~4.5k | Automated safety check: Pass | MIT | |
| Scenario 3Dscenario-labs/skills | 946 | — | ~3.8k | Automated safety check: Pass | MIT |
jame581/GodotPrompter
Explains how Godot 4.3 and later imports assets: image compression modes, 3D scenes, audio and resource formats, and import settings, with GDScript and C# examples.
jame581/GodotPrompter
Godot 4.3+ audio guide: player nodes, audio buses, looping, decibel volume control, bus effects, music management and sound-effect pooling in GDScript and C#.
glifxyz/glif-mcp-server
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scenario-labs/skills
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scenario-labs/skills
A skill your agent uses when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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 rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.gettimesincelastmix), note highways (scroll speed, timing windows), judgment…. Godot Genre Rhythm is an agent skill from thedivergentai/GD-Agentic-Skills.gettimesincelastmix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading.
Godot Genre Rhythm fits situations like: keywords: rhythmgame; latencycompensation.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-rhythm -a claude-code`. Or copy the skill folder (skills/godot-genre-rhythm in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-rhythm in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-rhythm -a codex`. Or copy the skill folder (skills/godot-genre-rhythm in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-rhythm 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-rhythm -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-rhythm, .gemini/skills/godot-genre-rhythm, .github/skills/godot-genre-rhythm and .opencode/skills/godot-genre-rhythm in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Genre Rhythm is instructions for the agent only.
SKILL.md names 1 domain. In commands or code: docs.godotengine.org; the agent is likely to contact it when it follows the instructions. 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 Rhythm 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 3.4k tokens (SKILL.md is roughly 13k 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 3.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Genre Rhythm: Godot Assets Pipeline (jame581/GodotPrompter, 805 stars), Godot Audio System (jame581/GodotPrompter, 805 stars), Game Assets (glifxyz/glif-mcp-server, 213 stars) and Scenario Game Assets (scenario-labs/skills, 946 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.