Agent skill

Godot Platform Console

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and…

LGPL-3.0Auto-check passedGame Development

Install Godot Platform Console

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-platform-console -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-platform-console --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-platform-console .claude/skills/godot-platform-console && 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-platform-console
GitHub stars
821
Token cost
~3.5k tokens
SKILL.md length
987 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and…

  • Works in 3 steps: Platform-Overlay-Manager (Native UI… → Shader-Binary-Caching (RenderingDevice) → Controller-Battery-Telemetry Hook
  • Targeting console releases
  • SKILL.md covers NEVER Do, Available Scripts, Certification Golden Path… and Input Handling (Input Map —…, plus 3 more sections
  • Implementing gamepad-only interfaces

What it does

Godot Platform Console is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance. Use when targeting console releases or implementing gamepad-only interfaces. Keywords console, PlayStation, Xbox, Switch, TRC, TCR, certification, controller, gamepad, achievements.

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/console-cert-patterns.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

  • Targeting console releases
  • Implementing gamepad-only interfaces

Example prompts

  • “/godot-platform-console”

Workflow steps

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

  1. Platform-Overlay-Manager (Native UI Dialogs)
  2. Shader-Binary-Caching (RenderingDevice)
  3. Controller-Battery-Telemetry Hook

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 15 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 Platform Console loads about 3.5k tokens when it runs, and up to ~4.8k if it reads all its reference files. Until then it costs about 106 tokens; SKILL.md has 987 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~106
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.8k

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). 987 words, ~3,461 tokens.

Download SKILL.mdSave it as .claude/skills/godot-platform-console/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-platform-console
description
Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance. Use when targeting console releases or implementing gamepad-only interfaces. Keywords console, PlayStation, Xbox, Switch, TRC, TCR, certification, controller, gamepad, achievements.

Platform: Console

Controller-first design, certification compliance, and locked frame rates define console development.

NEVER Do

  • NEVER show a mouse cursor — Certification (TRC/TCR) failure. Hide with Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN).
  • NEVER skip pausing on focus loss — Monitor NOTIFICATION_APPLICATION_FOCUS_OUT and force a pause.
  • NEVER let a controller disconnect go unhandled — Force pause and show reconnect UI.
  • NEVER use an unlocked frame rate — Lock 30 or 60 FPS via Engine.max_fps and enable VSync.
  • NEVER forget D-Pad navigation — Analog-only menus fail accessibility/TRC. Support D-Pad for all menus.
  • NEVER hardcode button labels — Use GUID-based prompt mapping (controller_prompt_mapper.gd), not "Press A".
  • NEVER exceed hardware memory limits — Profile RAM; Switch budgets are rigid.
  • NEVER assume Joypad 0 is always Player 1 — Query Input.get_connected_joypads().
  • NEVER distribute console export templates or SDKs publicly — NDA-bound.
  • NEVER handle continuous analog sticks with boolean checks — Use get_vector() / get_action_strength().
  • NEVER vibrate continuously without a disable option — Finite Input.start_joy_vibration() + accessibility toggle.
  • NEVER expect OS window APIs on consoles — DisplayServer.window_set_mode() is ignored/fails.
  • NEVER map UI to raw button indices — Use Project Input Map (ui_accept, ui_cancel, custom actions).
  • NEVER rely on NOTIFICATION_WM_CLOSE_REQUEST for termination — Consoles suspend; handle focus/suspend paths.
  • NEVER query inputs without flushing when frame-perfect — Input.flush_buffered_events() before critical checks.
  • NEVER use == / != on analog trigger axes — Use is_equal_approx().
  • NEVER leave orphaned nodes across scene transitions — Strict RAM; queue_free() and break cycles.
  • NEVER write to res:// at runtime — Use user:// only.
  • NEVER save synchronously on the main thread — Offload; atomic .tmp then rename.

Available Scripts

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

certification_manager.gd

Expert TRC/TCR compliance (focus loss, controller disconnects).

performance_scaler_fsr.gd

Dynamic Resolution Scaling and FSR 2.2 management for console performance.

server_side_projectile.gd

Direct RenderingServer/PhysicsServer bypass for high-frequency objects.

async_save_manager.gd

Atomic, corruption-resistant threaded save system.

controller_prompt_mapper.gd

GUID-based button prompt detection (PlayStation/Xbox/Switch).

memory_budget_guard.gd

Strict RAM monitoring for platform-specific hardware budgets.

platform_dialog_invoker.gd

Native OS dialog and virtual keyboard abstraction.

background_data_prefetcher.gd

Asset pre-fetching using WorkerThreadPool to avoid level-load stutters.

achievement_offline_queue.gd

Achievement/Trophy caching with offline persistence.

console_boot_config.gd

Hardware-aware hardware initialization and rendering overrides.


Certification Golden Path (MANDATORY scripts)

Run this checklist in order for a console-ready vertical slice. Do NOT Load optional scripts unless the row below says optional.

StepMANDATORY scriptDo NOT Load (unless needed)
1. Bootconsole_boot_config.gdserver_side_projectile.gd — RID bypass, not cert
2. Focus / disconnectcertification_manager.gd—
3. Save atomicityasync_save_manager.gd—
4. FPS / scaler / RAMperformance_scaler_fsr.gd + memory_budget_guard.gdSwitch: set ram_limit_mb ≈ 3072 (retail) / warn at 3584; PS/Xbox: 4096–5120 per SKU — see script @export
5. Promptscontroller_prompt_mapper.gd—

Optional only: achievement_offline_queue.gd, platform_dialog_invoker.gd, background_data_prefetcher.gd. Do NOT Load these during steps 1–5 unless achievements, system dialogs, or prefetch are in scope.

Input Handling (Input Map — not raw indices)

gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("ui_accept"):
        on_confirm()
    elif event.is_action_pressed("ui_cancel"):
        on_cancel()
    # Prompts: MANDATORY controller_prompt_mapper.gd for face-button glyphs

Expert Techniques

TRC failure → fix (symptom → script → doc)
SymptomFix scriptDoc
Mouse pointer visible in game UIHide via Input Map flow + Input.MOUSE_MODE_HIDDEN in bootCustom mouse cursor
Game runs when dashboard/home pressedcertification_manager.gd focus-out pauseHandling quit requests
"Press A" hardcoded on Switchcontroller_prompt_mapper.gd GUID glyphsControllers, gamepads, and joysticks
Save corruption on power lossasync_save_manager.gd .tmp renameSaving games
Frame time spikes / TRC perf failperformance_scaler_fsr.gd + RAM guardResolution scaling
1. Platform-Overlay-Manager (Native UI Dialogs)

Prefer platform_dialog_invoker.gd / platform_overlay_manager.gd / DisplayServer.dialog_show() for TRC system messages over custom modal stacks.

2. Shader-Binary-Caching (RenderingDevice)

Enable shader/pipeline cache on fixed console GPUs; see console_shader_manager.gd and Official Docs pipeline compilation guidance in Reference.

3. Controller-Battery-Telemetry Hook

Use Input.joy_connection_changed + Input.get_joy_info() via controller_telemetry.gd; battery level often needs a platform GDExtension under NDA.

Deep dives (on demand)

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 (394 more words)Show less
Official Documentation
  • Controllers, gamepads, and joysticks — Joypad indexing, deadzones, get_vector/get_connected_joypads, and why device 0 is never assumed Player 1 on consoles.
  • Controller number and vibration — Finite start_joy_vibration durations, connection signals, and haptic accessibility toggles required by TRC/TCR.
  • Using InputEvent — Event flow for InputEventJoypadButton/Motion, Input Map actions, and buffered flush before frame-critical checks.
  • Custom mouse cursor — Input.set_mouse_mode / hidden cursor so a visible pointer does not fail console certification.
  • Handling quit requests — Focus-out / suspend paths versus NOTIFICATION_WM_CLOSE_REQUEST, which consoles often never emit.
  • Keyboard, mouse, and controller UI navigation — Focus neighbors and D-Pad/gamepad UI traversal required when analog-only menus fail accessibility/TRC.
  • Resolution scaling — Viewport FSR2 / scaling_3d_scale profiles used to hold locked 30/60 FPS on weak SKUs.
  • Saving games — user:// persistence, save indicators, and why res:// writes are invalid on exported console builds.
  • Background loading — Threaded ResourceLoader prefetch so slow console storage does not hitch level transitions.
  • Using multiple threads — WorkerThreadPool offload for atomic saves and prefetch without main-thread TCR frame spikes.
  • Feature tags — OS.has_feature / export tags that gate console boot overrides (VSync, max FPS, low-end GI).
  • Reducing stutter from shader/pipeline compilations — Shader/pipeline caching on fixed console GPUs to avoid first-use hitch rejections.
Prerequisites
  • godot-project-foundations — Project layout, Input Map, and export/user paths before certification hooks and console boot overrides.
  • godot-input-handling — Joypad actions, deadzones, and device remapping that controller-first UI and prompt mappers build on.
  • godot-gdscript-mastery — Typed notifications, signals, and thread-safe call patterns used by compliance and async save managers.
Complements
Downstream / consumers
  • godot-platform-desktop — Dual-ship PC builds that must share Input Map/actions while keeping console mouse-hidden and FPS-locked paths.
  • godot-platform-mobile — Shared focus-loss / suspend pause patterns when the same title also targets handhelds.
  • godot-multiplayer-networking — Online matchmaking/friends hooks that sit beside achievement queues and platform overlays.
  • godot-genre-party — Multi-pad local play that consumes dynamic joypad slot discovery and prompt mapping.
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 17 other files (scripts, references) in skills/godot-platform-console of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/console-cert-patterns.md
  • references/migration-notes.md
  • scripts/achievement_offline_queue.gd
  • scripts/async_save_manager.gd
  • scripts/background_data_prefetcher.gd
  • scripts/certification_manager.gd
  • scripts/console_boot_config.gd
  • scripts/console_compliance_handler.gd
  • scripts/console_shader_manager.gd
  • scripts/controller_prompt_mapper.gd
  • scripts/controller_telemetry.gd
  • scripts/memory_budget_guard.gd
  • scripts/performance_scaler_fsr.gd
  • scripts/platform_console_patterns.gd
  • scripts/platform_dialog_invoker.gd
  • scripts/platform_overlay_manager.gd
  • scripts/server_side_projectile.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Platform Console 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 Platform Console compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Platform Console this skillthedivergentai/GD-Agentic-Skills821—~3.5kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Platform Console

What does Godot Platform Console do?

Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and…. Godot Platform Console is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance.

When should I use Godot Platform Console?

Godot Platform Console fits situations like: targeting console releases; implementing gamepad-only interfaces.

How do I install Godot Platform Console in Claude Code?

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

How do I install Godot Platform Console in Codex?

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

Can I use Godot Platform Console 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-platform-console -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-platform-console, .gemini/skills/godot-platform-console, .github/skills/godot-platform-console and .opencode/skills/godot-platform-console in your project.

What does Godot Platform Console need to run?

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

Does Godot Platform Console 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 Platform Console 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 Platform Console use?

Godot Platform Console 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 Platform Console use?

About 3.5k tokens (SKILL.md is roughly 14k 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 1.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Platform Console?

Skills that share tags, products or a category with Godot Platform Console: 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 Platform Console?

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.