Agent skill

Godot Project Foundations

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control).

LGPL-3.0Auto-check passedGame Development

Install Godot Project Foundations

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-project-foundations --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-project-foundations .claude/skills/godot-project-foundations && 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-project-foundations
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
922 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control).

  • Works in 3 steps: Naming Conventions → Feature-Based Organization → Version Control
  • Starting new projects
  • SKILL.md covers Available Scripts, NEVER Do (Expert Anti-Patterns), Ownership decision tree and Workflow: Scaffolding a New…, plus 4 more sections
  • Refactoring structure

What it does

Godot Project Foundations is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snakecase files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snakecase, PascalCase, feature-based, .gitignore, .gdignore.

Its SKILL.md is about 3.1k 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/foundations-deep.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Git workflow. 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

  • Starting new projects
  • Refactoring structure

Example prompts

  • “/godot-project-foundations”

Workflow steps

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

  1. Naming Conventions
  2. Feature-Based Organization
  3. Version Control

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 14 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 Project Foundations loads about 3.1k tokens when it runs, and up to ~4.9k if it reads all its reference files. Until then it costs about 101 tokens; SKILL.md has 922 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~101
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.9k

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). 922 words, ~3,052 tokens.

Download SKILL.mdSave it as .claude/skills/godot-project-foundations/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-project-foundations
description
Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.

Project Foundations

Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.

Available Scripts

Core Scaffolding (Stateful / Persistent)
Runtime Utilities (Stateless / Lightweight)

Do NOT Load dependency_auditor.gd unless troubleshooting loading errors.

NEVER Do (Expert Anti-Patterns)

Global Architecture
  • NEVER group by file type — /scripts, /sprites folders. Nightmare maintainability. Use feature-based: /player, /ui.
  • NEVER mix snake_case and PascalCase in files — Standard: snake_case for files, PascalCase for nodes.
  • NEVER use hardcoded get_node() paths — Brittle on reparenting. Use %SceneUniqueNames for stable references.
  • NEVER use monolithic Autoloads — Avoid managers that hold visual node references; keep singletons focused on pure data or RefCounted delegation.
Resource Management
  • NEVER forget .gitignore — Committing .godot/ folder = 100MB+ bloat + conflicts.
  • NEVER skip .gdignore for raw assets — Design source files (.psd, .blend) in root will be imported unless ignored.
  • NEVER modify globally shared Resources directly — Strictly call duplicate(true) for unique instances with independent state.
Performance & Threading
  • NEVER block the main thread with load() — Strictly use ResourceLoader.load_threaded_request() for async scene transitions.
  • NEVER modify the SceneTree from a background thread — Strictly use call_deferred() for thread-to-main-thread synchronization.
  • NEVER skip Mutex locking during pooled access — Strictly ensure thread-safety when using a shared WorkerThreadPool or Object Pool.
  • NEVER use _process() for precise input — Tied to visual framerate. Strictly use _unhandled_input() to capture exact, frame-independent events.

Ownership decision tree

NeedPreferAvoid
Everything for one feature (player, HUD panel)Feature folder scene moduleType folders (/scripts, /sprites)
Cross-scene service with lifecycle (save, audio bus)Autoload via managed_autoload.gdStuffing UI nodes into singletons
Many publishers/subscribers, no ownershipEventBus → MANDATORY global_event_bus.gdAutoload that imports half the game
One scene's private wiringScene-local node + %UniqueNameGlobal bus for parent→child calls

1. Naming Conventions
  • Files & Folders: snake_case (C# exception: PascalCase class-match).
  • Node Names: PascalCase.
  • Exports: snake_case; Inspector Title-Cases them.
  • Private: leading _ on members and virtuals (_ready, _process).
  • Signals: past-tense snake_case (health_changed).
  • Unique Names: %SceneUniqueNames over brittle get_node() paths.
2. Feature-Based Organization

Group by feature (/entities/player, /ui/main_menu), not by file type. Keep /common, /levels, /addons.

3. Version Control

Godot-aware .gitignore (ignore .godot/) + .gdignore on raw design sources.

Workflow: Scaffolding a New Project

  1. Ensure project.godot exists → run project_bootstrapper.gd / create entities/, ui/, levels/, common/.
  2. Setup Git .gitignore + document feature-based layout in README.md.
  3. Register lean Autoloads only after the ownership decision tree says so.

Typed GDScript strictness (foundations-only)

Full typed-GDScript migration lives in godot-gdscript-mastery. For new foundations projects: Project Settings → Debug → GDScript → Untyped Declaration = Warn or Error.

Expert Foundation Architectures

Scene transitions

MANDATORY load async_resource_loader.gd — threaded ResourceLoader with progress. Do not paste SceneManager samples here.

Global Event Bus

MANDATORY load global_event_bus.gd for typed global signals. Do not paste EventBus samples here.

Project Metadata

Use build_metadata_provider.gd / base_data_resource.gd for version/build flags instead of ad-hoc JSON.

Deep dive (load on demand)

Full naming table, typed-GDScript migration, EventBus/SceneManager/metadata samples — references/foundations-deep.md.

Show full SKILL.md (381 more words)Show less

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
  • Project organization — Feature-based folders, .gdignore, and VCS hygiene that keep imports and repos maintainable.
  • Scene organization — Ownership boundaries and why %SceneUniqueNames beat brittle get_node() paths.
  • GDScript style guide — Canonical snake_case files / PascalCase nodes / past-tense signals used by this skill’s validators.
  • GDScript warning system — Enforce typed declarations (Untyped Declaration → Warn/Error) when migrating foundations to GDScript 2.0.
  • Singletons (Autoload) — How to register lean global services that survive scene changes.
  • Autoloads versus regular nodes — When a Managed Autoload / EventBus is justified vs scene-local ownership.
  • Background loading — ResourceLoader.load_threaded_* patterns for non-blocking scene transitions.
  • Resources — Shared vs duplicated Resource instances and why global mutation breaks feature modules.
  • Nodes and scene instances — Instantiation, pooling, and scene-as-module boundaries for feature folders.
  • Using SceneTree — Tree lifetime, deferred calls, and thread→main synchronization rules.
  • File paths in Godot projects — res:// / user:// conventions for scaffolded folders and saved override.cfg / metadata.
  • ProjectSettings — Runtime profiles, version strings, and settings keys used by configurators and build metadata.
Prerequisites
  • godot-gdscript-mastery — Typed GDScript, style, and warning-system fluency before enforcing naming and scaffold conventions.
Complements
  • godot-version-migration — When opening or scaffolding a project on an older engine version, hop to the library target before enforcing current foundations.
  • godot-autoload-architecture — Boot order and ownership rules for Managed Autoload / EventBus singletons registered from a clean project root.
  • godot-composition — Feature folders become composable scene modules; parents wire children instead of growing monolithic managers.
  • godot-resource-data-patterns — Extends BaseDataResource-style reactive Resources into full data-driven catalogs without shared mutation.
  • godot-signal-architecture — Typed EventBus signals and connect lifetime once Autoloads and scene ownership are in place.
  • godot-scene-management — Threaded loaders and scene swaps build on this skill’s async ResourceLoader boilerplate.
  • godot-input-handling — Deepens _unhandled_input buffering into full action maps and device routing.
Downstream / consumers
  • godot-export-builds — Export presets and feature tags assume a clean folder layout, .gitignore, and build metadata hooks.
  • godot-testing-patterns — Feature-based scenes and deterministic Autoloads make unit/integration harnesses easier to mount.
  • godot-debugging-profiling — Custom Logger telemetry and dependency audits feed editor-time diagnostics once structure is stable.
  • godot-performance-optimization — Node pools, WorkerThreadPool, and runtime profiles escalate here when foundations hit CPU/memory ceilings.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture 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

Files

SKILL.md and 17 other files (scripts, references) in skills/godot-project-foundations of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • godot.gitignore
  • references/foundations-deep.md
  • references/migration-notes.md
  • scripts/action_buffer_input.gd
  • scripts/advanced_telemetry_logger.gd
  • scripts/async_resource_loader.gd
  • scripts/base_data_resource.gd
  • scripts/build_metadata_provider.gd
  • scripts/dependency_auditor.gd
  • scripts/feature_scaffolder.gd
  • scripts/global_event_bus.gd
  • scripts/managed_autoload.gd
  • scripts/node_pooling_system.gd
  • scripts/project_bootstrapper.gd
  • scripts/runtime_configurator.gd
  • scripts/scene_naming_validator.gd
  • scripts/threaded_task_worker.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Project Foundations 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 Project Foundations compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Project Foundations this skillthedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
Dependency Injectionjame581/GodotPrompter805—~2.8kAutomated safety check: PassMIT
Gdscript Advancedjame581/GodotPrompter805—~3.4kAutomated safety check: PassMIT
Gdscript Patternsjame581/GodotPrompter805—~3.5kAutomated safety check: PassMIT
Godot Debuggingjame581/GodotPrompter805—~3kAutomated safety check: PassMIT
Multithreadingjame581/GodotPrompter805—~2.7kAutomated safety check: PassMIT

Similar skills

  • Dependency Injection

    jame581/GodotPrompter

    A skill your agent uses when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

    805 GitHub stars~2.8k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Gdscript Advanced

    jame581/GodotPrompter

    A skill your agent uses when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common…

    805 GitHub stars~3.4k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Gdscript Patterns

    jame581/GodotPrompter

    A skill your agent uses when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

    805 GitHub stars~3.5k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Godot Debugging

    jame581/GodotPrompter

    A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

    805 GitHub stars~3k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Multithreading

    jame581/GodotPrompter

    A skill your agent uses when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, calldeferred, thread-safe scene access, and threaded resource loading

    805 GitHub stars~2.7k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Release Manager

    poingstudios/godot-admob-plugin

    Manage and execute AdMob plugin releases. An agent skill from poingstudios/godot-admob-plugin.

    632 GitHub stars~357 tokensUpdated 10 days ago
    Game DevelopmentAuto-check passed

More from thedivergentai/GD-Agentic-Skills

All 98 skills in this repo
  • Godot 2D Animation

    thedivergentai/GD-Agentic-Skills

    Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

    821 GitHub stars~3.6k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot 3D World Building

    thedivergentai/GD-Agentic-Skills

    Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.

    821 GitHub stars~3.3k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Adapt 2D To 3D

    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…

    821 GitHub stars~4.7k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Adapt 3D To 2D

    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…

    821 GitHub stars~4.5k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Agent Vision

    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…

    821 GitHub stars~3.5k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Animation Tree Mastery

    thedivergentai/GD-Agentic-Skills

    Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…

    821 GitHub stars~3.6k tokensUpdated 1 mo ago
    Auto-check passed

Works with

Questions about Godot Project Foundations

What does Godot Project Foundations do?

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Godot Project Foundations is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control).

When should I use Godot Project Foundations?

Godot Project Foundations fits situations like: starting new projects; refactoring structure.

How do I install Godot Project Foundations in Claude Code?

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

How do I install Godot Project Foundations in Codex?

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

Can I use Godot Project Foundations 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-project-foundations -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-project-foundations, .gemini/skills/godot-project-foundations, .github/skills/godot-project-foundations and .opencode/skills/godot-project-foundations in your project.

What does Godot Project Foundations need to run?

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

Does Godot Project Foundations 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 Project Foundations 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 Project Foundations use?

Godot Project Foundations 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 Project Foundations use?

About 3.1k tokens (SKILL.md is roughly 12k 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 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Godot Project Foundations?

Skills that share tags, products or a category with Godot Project Foundations: Dependency Injection (jame581/GodotPrompter, 805 stars), Gdscript Advanced (jame581/GodotPrompter, 805 stars), Gdscript Patterns (jame581/GodotPrompter, 805 stars) and Godot Debugging (jame581/GodotPrompter, 805 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Project Foundations?

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.