Agent skill

Godot Platform Mobile

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines.

LGPL-3.0Auto-check passedGame Development

Install Godot Platform Mobile

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-platform-mobile --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-mobile .claude/skills/godot-platform-mobile && 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-mobile
GitHub stars
821
Token cost
~3.2k tokens
SKILL.md length
996 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines.

  • Works in 6 steps: Run the decision tree below (control ×… → Touch / stick →… → Layout / notches →… → …
  • Targeting mobile releases
  • SKILL.md covers NEVER Do (Expert Mobile Rules), Available Scripts, Decision tree (before… and Project settings (mobile), plus 5 more sections
  • Implementing touch input

What it does

Godot Platform Mobile is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.

Its SKILL.md is about 3.2k 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/migration-notes.md` and `references/mobile-touch-and-expert.md`).

It sits in Game Development, covering App store release and Game development. It works with Android, Godot and iOS. 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 mobile releases
  • Implementing touch input

Example prompts

  • “/godot-platform-mobile”

Workflow steps

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

  1. Run the decision tree below (control × orientation × renderer).
  2. Touch / stick → mobile_gesture_recognizer.gd (+ input skill for action maps). Built-in virtual joystick when sufficient.
  3. Layout / notches → adaptive_safe_area_inset.gd + orientation_layout_adaptor.gd.
  4. Lifecycle / thermal → thermal_throttle_monitor.gd (pause FPS + heat).
  5. Permissions / share / IAP → android_runtime_permissions.gd, native_share_invoker.gd, mobile_iap_flow_boilerplate.gd as needed.
  6. VRAM / compression → mobile_vram_optimizer.gd.

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 Mobile loads about 3.2k tokens when it runs, and up to ~4.8k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 996 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
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). 996 words, ~3,246 tokens.

Download SKILL.mdSave it as .claude/skills/godot-platform-mobile/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-platform-mobile
description
Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.

Platform: Mobile

Touch-first input, safe area handling, and battery optimization define mobile development.

NEVER Do (Expert Mobile Rules)

Input & Display
  • NEVER use mouse events for touch interaction — Relying on InputEventMouseButton on mobile is unreliable. Always use InputEventScreenTouch and InputEventScreenDrag for high-fidelity multi-touch support.
  • NEVER ignore display safe areas (notches/cutouts) — UI placed behind a camera notch is unusable. Query DisplayServer.get_display_safe_area() and offset critical UI accordingly.
  • NEVER assume fixed orientation — Locking a landscape game without handling the size_changed signal leads to broken layouts on foldable devices or tablet orientation shifts.
Battery & Performance
  • NEVER maintain high framerate when backgrounded — Keeping an app at 60 FPS in the background drains battery. Use NOTIFICATION_APPLICATION_PAUSED to drop Engine.max_fps to 1.
  • NEVER use the Forward+ renderer for mobile — Most mobile GPUs are not optimized for Forward+. Use the dedicated Mobile or Compatibility renderers for optimal fill-rate.
  • NEVER leave 'ETC2/ASTC' texture compression disabled — Uncompressed desktop textures will crash mobile devices due to VRAM exhaustion.
Permissions & OS Integration
  • NEVER assume Android permissions are automatically granted — You MUST explicitly call OS.request_permission() and verify with OS.get_granted_permissions().
  • NEVER call handheld vibration without permission — On Android, vibration calls are ignored unless the VIBRATE permission is enabled in the export preset.
  • NEVER block the main thread for I/O — Large file saves on mobile can trigger ANR (Application Not Responding) errors. Use background threads.

Available Scripts

MANDATORY: Pick the golden-path branch, then load only the matching scripts.

Golden path
  1. Run the decision tree below (control × orientation × renderer).
  2. Touch / stick → mobile_gesture_recognizer.gd (+ input skill for action maps). Built-in virtual joystick when sufficient.
  3. Layout / notches → adaptive_safe_area_inset.gd + orientation_layout_adaptor.gd.
  4. Lifecycle / thermal → thermal_throttle_monitor.gd (pause FPS + heat).
  5. Permissions / share / IAP → android_runtime_permissions.gd, native_share_invoker.gd, mobile_iap_flow_boilerplate.gd as needed.
  6. VRAM / compression → mobile_vram_optimizer.gd.
Script index
mobile_gesture_recognizer.gd

Expert multi-touch logic for pinch-to-zoom and two-finger rotation.

adaptive_safe_area_inset.gd

Dynamic safe-area (notch) handling using DisplayServer insets.

thermal_throttle_monitor.gd

Battery and heat management via NOTIFICATION_APPLICATION_PAUSED.

mobile_iap_flow_boilerplate.gd

Unified boilerplate for Android/iOS In-App Purchases (IAP).

haptic_pattern_generator.gd

Advanced vibration patterns for mobile haptic feedback.

android_runtime_permissions.gd

Expert Android permission requesting and verification logic.

mobile_sensor_fusion.gd

Stable motion controls using Accelerometer and Gravity fusion.

orientation_layout_adaptor.gd

Adaptive UI swapping for Landscape/Portrait transitions.

mobile_vram_optimizer.gd

VRAM monitoring and texture compression enforcement rules.

native_share_invoker.gd

OS-level native share sheet integration for social features.

platform_mobile_patterns.gd / mobile_safe_area_handler.gd

Additional patterns / legacy safe-area helper — load only if golden-path scripts insufficient.


Decision tree (before implementation)

AxisChooseImplies
Control schemeTap/gesture vs virtual stick vs tiltGestures → mobile_gesture_recognizer.gd; stick → built-in joystick / Control stick; tilt → mobile_sensor_fusion.gd
OrientationLocked landscape / portrait / adaptiveAdaptive → MANDATORY orientation_layout_adaptor.gd + size_changed
RendererMobile vs CompatibilityNever Forward+ on phone GPUs; ETC2/ASTC on; precompile shaders on load screens

Touch input uses InputEventScreenTouch / InputEventScreenDrag — not mouse emulation.

Project settings (mobile)

ini
[rendering]
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true

[display]
window/handheld/orientation="landscape"

App Store Metadata

  • Icons: 512×512 (Android), 1024×1024 (iOS); multi-res screenshots; privacy policy; age rating.

Ship-gate checks (WHY)

  1. ANR I/O — Large saves/loads on the main thread trip Android ANR. WHY: OS kills unresponsive apps. Gate: background threads / WorkerThreadPool for disk I/O.
  2. Pause FPS — Backgrounded apps left at 60 FPS drain battery and heat the SoC. WHY: NOTIFICATION_APPLICATION_PAUSED must drop Engine.max_fps (see thermal_throttle_monitor.gd).
  3. Permission timing — Request Android permissions at the feature moment (mic, photos), not on cold boot. WHY: Play policy + user trust; verify with OS.get_granted_permissions() via android_runtime_permissions.gd.

Expert notes (script-first)

Deep dives (on demand)

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 (401 more words)Show less
Official Documentation
  • Using InputEvent — Event pipeline that makes InputEventScreenTouch / InputEventScreenDrag the correct mobile path instead of mouse-button emulation.
  • Input examples — Multi-touch, drag, and gesture patterns behind virtual joysticks, pinch/rotate, and swipe HUDs.
  • Handling quit requests — NOTIFICATION_APPLICATION_PAUSED / resume and Android back (WM_GO_BACK_REQUEST) lifecycle that replaces desktop quit assumptions.
  • DisplayServer — get_display_safe_area(), orientation, and virtual keyboard APIs for notches, foldables, and OSK occlusion.
  • OS — request_permission() / get_granted_permissions(), feature tags, and memory queries used by Android runtime gates and VRAM watchdogs.
  • Input — vibrate_handheld(), accelerometer/gravity/gyroscope fusion, and touch↔mouse emulation toggles.
  • Exporting for Android — Permissions (including VIBRATE), APK/AAB, and store packaging constraints after platform code is ready.
  • Exporting for iOS — Xcode export, capabilities, and App Store gates that catch missing privacy/plugin setup late.
  • Android in-app purchases — Official Play Billing flow that the IAP boilerplate script abstracts with iOS store plugins.
  • Introduction to the 3 rendering methods — Why mobile builds should prefer Mobile or Compatibility over Forward+ for fill-rate and feature set.
  • Multiple resolutions — Stretch modes, content scale, and orientation-safe layouts for phone/tablet aspect changes.
  • Feature tags — mobile / android / ios branching for permissions, share sheets, and platform-only singletons.
Prerequisites
  • godot-input-handling — Shared InputEvent buffering, multi-touch indices, and deadzones before shipping gesture recognizers or virtual sticks.
  • godot-ui-containers — Anchors, Margin/Box containers, and minimum sizes so safe-area insets and 44–48px touch targets stay layout-correct.
  • godot-project-foundations — Feature tags, display stretch, and renderer defaults every Android/iOS export branch depends on.
Complements
  • godot-adapt-desktop-to-mobile — Desktop→touch control remap, joystick spawners, and UI scaling that pair with this skill's deeper OS/permission APIs.
  • godot-performance-optimization — Profiling and CPU/GPU cuts when thermal FPS caps and ETC2/ASTC alone still miss mid-range budgets.
  • godot-save-load-systems — Durable save ownership hooked to pause/resume instead of desktop-only quit notifications.
  • godot-autoload-architecture — Singleton homes for permissions, haptics, thermal monitors, and always-on pause handlers.
  • godot-audio-systems — Bus mute/duck on APPLICATION_PAUSED so background audio does not keep the device warm.
  • godot-shaders-basics — Cheaper CanvasItem/Spatial shader paths and precompile strategies that avoid mobile hitch spikes.
  • godot-tweening — Smooth UI lifts when the OS virtual keyboard covers LineEdits during mobile text entry.
  • godot-platform-desktop — Keep mouse/keyboard paths correct when the same project remains dual-input beside mobile feature tags.
Downstream / consumers
  • godot-export-builds — Signing, CI presets, and store packaging after touch/safe-area/permission gates pass on devices.
  • godot-genre-puzzle — Tap/swipe/pinch control schemes that consume mobile gesture and safe-area HUD patterns.
  • godot-economy-system — Soft/hard currency and receipt-validated IAP products once Play Billing / App Store plugins are wired.
Master
  • godot-master — Library router and mirrored module entry for discovering this platform 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 17 other files (scripts, references) in skills/godot-platform-mobile of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/mobile-touch-and-expert.md
  • scripts/adaptive_safe_area_inset.gd
  • scripts/android_runtime_permissions.gd
  • scripts/haptic_pattern_generator.gd
  • scripts/mobile_gesture_recognizer.gd
  • scripts/mobile_haptics.gd
  • scripts/mobile_iap_flow_boilerplate.gd
  • scripts/mobile_navigation_manager.gd
  • scripts/mobile_safe_area_handler.gd
  • scripts/mobile_sensor_fusion.gd
  • scripts/mobile_shader_precompiler.gd
  • scripts/mobile_vram_optimizer.gd
  • scripts/native_share_invoker.gd
  • scripts/orientation_layout_adaptor.gd
  • scripts/platform_mobile_patterns.gd
  • scripts/thermal_throttle_monitor.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Platform Mobile 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 Mobile compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Platform Mobile this skillthedivergentai/GD-Agentic-Skills821—~3.2kAutomated safety check: PassLGPL-3.0
Godot Admob Mediationpoingstudios/godot-admob-plugin632—~364Automated safety check: PassMIT
Scenario Godot Performance Exportscenario-labs/skills946—~5.1kAutomated safety check: NotesMIT
Godot Admob Migratepoingstudios/godot-admob-plugin632—~1kAutomated safety check: PassMIT
Mediationpoingstudios/godot-admob-plugin632—~2kAutomated safety check: PassMIT
Syncpoingstudios/godot-admob-plugin632—~521Automated safety check: PassMIT

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Works with

Questions about Godot Platform Mobile

What does Godot Platform Mobile do?

Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Godot Platform Mobile is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines.

When should I use Godot Platform Mobile?

Godot Platform Mobile fits situations like: targeting mobile releases; implementing touch input.

How do I install Godot Platform Mobile in Claude Code?

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

How do I install Godot Platform Mobile in Codex?

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

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

What does Godot Platform Mobile need to run?

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

Does Godot Platform Mobile 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 Mobile 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 Mobile use?

Godot Platform Mobile 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 Mobile use?

About 3.2k 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 1.5k tokens, read only when the agent opens those files.

What are the alternatives to Godot Platform Mobile?

Skills that share tags, products or a category with Godot Platform Mobile: Godot Admob Mediation (poingstudios/godot-admob-plugin, 632 stars), Scenario Godot Performance Export (scenario-labs/skills, 946 stars), Godot Admob Migrate (poingstudios/godot-admob-plugin, 632 stars) and Mediation (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Platform Mobile?

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.