godot
Skill4 starsChanged 12 days agoMITView on GitHub
Godot 4 game and tool development, explanation, review, and debugging across 2D/3D, scenes, resources, GDScript, C#, and C++ GDExtension with godot-cpp. Use for native integration, gameplay/UI, profiling, testing, and exports in Godot. Not for other engines, generic C++ work, or full engine-fork development; recognize Godot 3/GDNative separately rather than silently porting it.
12 other projects use a version of this.
Adopted by
Most recently taken up by
- AxlZero21/Skillstheir own version, first seen Nov 8, 2026
- jammyfu/open-game-skillstheir own version, first seen Oct 11, 2026
- jablonkai/skillstheir own version, first seen Oct 1, 2026
- saschb2b/skillstheir own version, first seen Aug 8, 2026
- mattstruble/skillstheir own version, first seen Jul 22, 2026
- muxammadmamajonov/dot-claudetheir own version, first seen Jul 6, 2026
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 12
- fetasty/godot-skills★ 29same name
- saschb2b/skills★ 22same name
- jammyfu/open-game-skills★ 12same name
- fernforestgames/agent-skill-godot★ 11same name
- jablonkai/skills★ 2same name
- jarrodmedrano/jarrod-claude-skills★ 2same name
- lucasbrandao4770/claude-code-gamedev★ 2same name
- mattstruble/skills★ 2same name
- shihabshahrier/Godot-Skill★ 2same name
- aleiby/claude-skills★ 1same name
2 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository47 other files it gives its agents.
- AGENTS.mdAGENTS.md
- agentic-sdlc-improvementSkill
- agentic-sdlcSkill
- agent-skill-generatorSkill
- agents-md-generatorSkill
- backend-guidanceSkill
- backend-systems-guidanceSkill
- bounded-delegationSkill
- chrome-devtools-axiSkill
- coding-guidance-bashSkill
- coding-guidance-cppSkill
- coding-guidance-goSkill
- coding-guidance-go-tuiSkill
- coding-guidance-pythonSkill
- coding-guidance-qtSkill
- context-engineeringSkill
- deepseek-harnessSkill
- design-md-authorSkill
- development-contract-processSkill
- development-contract-repo-overlay-templateSkill
- development-contract-systemSkill
- documenter-coauthoringSkill
- documenterSkill
- dream-thinkingSkill
- fuse-skillsSkill
- go-testing-with-testifySkill
- jekyllSkill
- lighthouseSkill
- playwright-testingSkill
- project-config-and-testsSkill
- project-core-devSkill
- project-platform-diagnoseSkill
- project-release-maintainerSkill
- project-vendor-boundarySkill
- prompt-engineeringSkill
- recursive-thinkingSkill
- security-identity-accessSkill
- securitySkill
- setup-playwrightSkill
- story-clarifierSkill
- story-implementation-plannerSkill
- story-repo-scoutSkill
- story-to-plan-orchestratorSkill
- tester-mindsetSkill
- thinkingSkill
- ui-design-guidanceSkill
- ui-guidanceSkill
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 4 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 11 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 31
Read applicable instructions and working-tree changes.
- Very specific: line 47
Use version-matched official documentation and the pinned dependency's own documentation/source for material API or toolchain decisions.
- Distinctive: line 65
Do not load every reference for an ordinary task.
- Distinctive: line 72
Read the validation reference before those actions.
- Distinctive: line 74
When execution is authorized, continue necessary checks without repeated approval requests.
- Distinctive: line 77
Use existing capabilities.
“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Godot
Apply this domain overlay to Godot-specific decisions. Give native integration particular depth without making C++ the default language for every task. Preserve the project's language, renderer, build system, and supported versions unless the requested change needs a deliberate adjustment.
Select the activity
- Explain: answer the concept directly, with a small example when useful. A conceptual question needs no repository, executable, or installation.
- Design: propose the relevant scenes, responsibilities, interactions, and validation. Resolve consequential choices; a design request alone makes no edits.
- Review or diagnose: inspect sources and supplied evidence, report concrete findings and uncertainty. Keep source-only reviews free of project execution.
- Implement or fix: trace the affected behavior, make scoped source changes, and verify the relevant layers within the request's authorization.
Infer the activity from the request. Reuse existing authorization; ask only for missing information that materially affects the result. For a new project, honor the user's language and platform choices; clarify a consequential unresolved language choice rather than silently choosing C++ or GDScript.
Ground project-dependent work
- Read applicable instructions and working-tree changes. Locate
project.godot, relevant scenes/scripts/resources, autoloads, addons, and existing test/build entrypoints. Inspect only the subsystem needed for the task. - Establish the intended Godot version from project/CI documentation and reconcile it with the executable when running tools. Project format/features are clues, not an exact patch-version lock. Record the renderer and target platforms when they affect the work. Recognize Godot 3/GDNative before using Godot 4 guidance.
- For C++, independently identify the godot-cpp revision, target Godot API, native
build configuration, and
.gdextensionmapping. Read the C++ reference before changing native code, registration, build configuration, or loading behavior. - Trace the source-to-behavior path: script/native class, scene instantiation, resources, input/signals, and any export boundary touched. Fix the demonstrated cause; do not introduce event buses, pools, autoloads, or migrations by default.
- Choose checks that can demonstrate the requested behavior. Distinguish what source inspection predicts from what actually compiled, loaded, ran, or rendered.
Use version-matched official documentation and the pinned dependency's own
documentation/source for material API or toolchain decisions. stable is a moving
alias; latest can describe unreleased features. Do not upgrade a project to make
an example fit. When sources disagree, identify their versions and verify the
specific API/build option rather than combining incompatible instructions.
Read selectively
| Task needs | Reference |
| Scene structure, lifecycle, resources, imports, UIDs, or source edits | Projects, scenes, and resources |
| C++ GDExtension, binding compatibility, ownership, registration, builds, or native loading | GDExtension and C++ |
| GDScript, C#, or script/native interoperability | Scripting integration |
| Gameplay, physics/input, UI, animation/audio, rendering, or performance choices | Gameplay and presentation |
| Executing checks, interpreting failures, debugging, or producing exports | Debugging, testing, and export |
| Maintaining technical claims or locating authoritative documentation | Sources |
| Maintaining this skill's routing and behavioral checks | Evaluation procedure and expectations; raw fixtures |
Do not load every reference for an ordinary task. Maintenance cases and grading criteria are not game-development instructions.
Execution and composition
Opening/importing a project can run editor plugins, tool scripts, and native extensions and write metadata. Native builds and tests execute project tooling. Read the validation reference before those actions; keep them within the request's scope. Source-only review is not authorization to import, launch, build, or install. When execution is authorized, continue necessary checks without repeated approval requests. Missing tools justify an explicit validation gap, not invented success.
Use existing capabilities; no particular MCP server, editor automation tool, test addon, or IDE is assumed. Adding dependencies, changing engine versions, generating assets, and publishing builds are separate choices, not automatic consequences of using this skill.
For C++ implementation/review, compose with coding-guidance-cpp when available.
Godot's allocation, RefCounted, node ownership, and threading contracts govern
engine objects; generic ownership advice does not override them. Ordinary C++
types still benefit from portable C++ guidance. This skill retains the essential
engine-specific rules and works without that companion.
Full engine-fork/module development needs a separately scoped workflow. Explain the GDExtension/module tradeoff when relevant; do not rebuild the engine merely because a native integration is unfamiliar.
Finish with evidence
Report the answer or source changes, relevant versions, checks actually performed, and remaining uncertainty. Separate compilation, import/parsing, project tests, runtime, visual checks, and exported-artifact checks. A successful native build does not prove extension loading; a headless launch does not prove visual or interactive correctness. Do not claim untested platforms or cross-host skill installation compatibility.
Does it work?
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- It worked
- Partly
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

