agentleFS
vl4dtvl4dt/godot-skills/AGENTS.md

godot-skills

AGENTS.md8 starsChanged 5 months agoMITView on GitHub

This document explains how to use @vl4dt/godot-skills across different coding agents. All skills follow the Agent Skills Open Standard: Claude Code reads agents/claude-code.yaml per skill for tool permissions and trigger conditions. Codex CLI reads agents/openai.yaml per skill for policy settings. Example .cursorrules addition: The MCP bridge (Phase 2) provides live Godot editor integration. Below is how to configure it for each agent. Create ~/.pi/mcp-config/global.mcp.json: Create .mcp.json in your project root: Template: mcp-bridge/pi-mcp-config/claude-code.mcp.json Create ~/.codex/mcp.json: Add the MCP config to your…

  • Commits and pushes

The file

Show its rules and text

We split this AGENTS.md into the rules it gives an agent

18 rules. About 0 are common, 11 are distinctive, and 7 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈11

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 7

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    All skills follow the Agent Skills Open Standard:

    line 7
  2. Distinctive:

    Use the skill descriptions as trigger phrases in rules

    line 44
  3. Very specific:

    Create .mcp.json in your project root:

    line 76
  4. Very specific:

    Add the MCP config to your project-level settings.

    line 106
  5. Distinctive:

    Verify the skills directory is in your agent's discovery path

    line 140
  6. Very specific:

    Check that each skill has a valid SKILL.md with name and description frontmatter

    line 141
  7. Very specific:

    Ensure SKILL.md names use lowercase kebab-case (e.g., godot-project-setup)

    line 142
  8. Distinctive:

    Make sure descriptions are specific enough (avoid vague phrases like "helps with Godot")

    line 145
  9. Distinctive:

    Check the skill's description matches the prompt language your agent uses

    line 146
  10. Distinctive:

    All skills assume Godot 4.x is installed and in PATH

    line 152
  11. Very specific:

    Use bd for ALL task tracking — do NOT use TodoWrite, TaskCreate, or markdown TODO lists

    line 190
  12. Very specific:

    Run bd prime for detailed command reference and session close protocol

    line 191
  13. Very specific:

    Use bd remember for persistent knowledge — do NOT use MEMORY.md files

    line 192
  14. Distinctive:

    File issues for remaining work: - Create issues for anything that needs follow-up

    line 202
  15. Distinctive:

    Verify: - All changes committed AND pushed

    line 212
  16. Distinctive:

    NEVER stop before pushing - that leaves work stranded locally

    line 217
  17. Distinctive:

    NEVER say "ready to push when you are" - YOU must push

    line 218
  18. Distinctive:

    If push fails, resolve and retry until it succeeds <!-- END BEADS INTEGRATION -->

    line 219

≈ “Common” is an estimate: at least 1 in 5 of the 40,246 AGENTS.md files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
AGENTS.md

Cross-Agent Usage Guide

This document explains how to use @vl4dt/godot-skills across different coding agents.

How Skills Work Across Agents

All skills follow the Agent Skills Open Standard:

  1. SKILL.md is the universal entry point — every agent that supports skills uses this file
  2. Progressive disclosure means only the skill name and description appear in the system prompt; the full SKILL.md loads on-demand when the agent detects a relevant task
  3. Relative paths from the skill directory work across all agents for scripts, references, and assets

Agent-Specific Setup

pi-agent (Recommended)

pi install npm:@vl4dt/godot-skills
# Skills auto-discover from ~/.pi/agent/npm/@vl4dt/godot-skills/skills/

Claude Code

# Install the skills directory to Claude Code's location
cp -r ./skills ~/.claude/skills/godot-skills
# Or symlink for development:
ln -s /path/to/godot-skills/skills ~/.claude/skills/godot-skills

Claude Code reads agents/claude-code.yaml per skill for tool permissions and trigger conditions.

Codex CLI (OpenAI)

cp -r ./skills ~/.codex/skills/godot-skills

Codex CLI reads agents/openai.yaml per skill for policy settings.

Cline

cp -r ./skills ~/.cline/skills/godot-skills

Cursor / Windsurf

These agents use .cursorrules or .windsurfrules primarily. To use these skills:

  1. Reference specific skill content in your .cursorrules file
  2. Use the skill descriptions as trigger phrases in rules

Example .cursorrules addition:

When working with Godot game development, follow patterns from @vl4dt/godot-skills.
For project setup, use godot-project-setup patterns.
For GDScript code, follow godot-gdscript-patterns guidelines.

Gemini CLI / Kiro

Partial support — copy skills directory to the agent's skills folder and test manually.

MCP Bridge Setup per Agent

The MCP bridge (Phase 2) provides live Godot editor integration. Below is how to configure it for each agent.

pi-agent

Create ~/.pi/mcp-config/global.mcp.json:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to-godot-skills>/mcp-bridge/godot-mcp-server/dist/index.js"]
    }
  }
}

Claude Code

Create .mcp.json in your project root:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to-godot-skills>/mcp-bridge/godot-mcp-server/dist/index.js"]
    }
  }
}

Template: mcp-bridge/pi-mcp-config/claude-code.mcp.json

Codex CLI (OpenAI)

Create ~/.codex/mcp.json:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to-godot-skills>/mcp-bridge/godot-mcp-server/dist/index.js"]
    }
  }
}

Cursor / Windsurf

Add the MCP config to your project-level settings. Template: mcp-bridge/pi-mcp-config/.mcp.json.

Cline

Create ~/.cline/mcp.json:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to-godot-skills>/mcp-bridge/godot-mcp-server/dist/index.js"]
    }
  }
}

Agent-Specific Extensions

Each skill may include an agents/ subdirectory with agent-specific configuration:

skills/godot-project-setup/
├── SKILL.md              # Universal skill instructions
└── agents/
    ├── claude-code.yaml  # Claude Code specific settings
    ├── codex.yaml        # Codex CLI specific settings
    └── pi-agent.yaml     # pi-agent specific settings

These files are safely ignored by agents that don't recognize them. They follow the standard's extension mechanism and contain agent-specific instructions like when_to_use conditions or tool permissions.

Troubleshooting

Skills not loading

  1. Verify the skills directory is in your agent's discovery path
  2. Check that each skill has a valid SKILL.md with name and description frontmatter
  3. Ensure SKILL.md names use lowercase kebab-case (e.g., godot-project-setup)

Description not triggering

  1. Make sure descriptions are specific enough (avoid vague phrases like "helps with Godot")
  2. Check the skill's description matches the prompt language your agent uses
  3. Try invoking explicitly: /skill:godot-project-setup (pi-agent) or equivalent for your agent

Cross-platform path issues

  • On Windows, shell scripts in scripts/ may need .ps1 variants
  • GDScript paths always use forward slashes regardless of host OS
  • All skills assume Godot 4.x is installed and in PATH

Version Compatibility

Skill VersionGodot VersionNotes
0.1.04.0 - 4.7Initial release, targets Godot 4.7 features
TBD5.0+Future compatibility updates

Cross-Agent Testing

See docs/cross-agent-testing.md for the full testing checklist, per-agent instructions, and description trigger matrix.

Reporting Issues

Report compatibility issues at: https://github.com/vl4dt/godot-skills/issues

Include:

  • Agent name and version
  • SKILL.md that isn't loading or triggering correctly
  • Error messages or unexpected behavior
<!-- BEGIN BEADS INTEGRATION v:1 profile:minimal hash:7510c1e2 -->

Beads Issue Tracker

This project uses bd (beads) for issue tracking. Run bd prime to see full workflow context and commands.

Quick Reference

bd ready              # Find available work
bd show <id>          # View issue details
bd update <id> --claim  # Claim work
bd close <id>         # Complete work

Rules

  • Use bd for ALL task tracking — do NOT use TodoWrite, TaskCreate, or markdown TODO lists
  • Run bd prime for detailed command reference and session close protocol
  • Use bd remember for persistent knowledge — do NOT use MEMORY.md files

Architecture in one line: issues live in a local Dolt DB; sync uses refs/dolt/data on your git remote; .beads/issues.jsonl is a passive export. See https://github.com/gastownhall/beads/blob/main/docs/SYNC_CONCEPTS.md for details and anti-patterns.

Session Completion

When ending a work session, you MUST complete ALL steps below. Work is NOT complete until git push succeeds.

MANDATORY WORKFLOW:

  1. File issues for remaining work - Create issues for anything that needs follow-up
  2. Run quality gates (if code changed) - Tests, linters, builds
  3. Update issue status - Close finished work, update in-progress items
  4. PUSH TO REMOTE - This is MANDATORY:
    git pull --rebase
    git push
    git status  # MUST show "up to date with origin"
  5. Clean up - Clear stashes, prune remote branches
  6. Verify - All changes committed AND pushed
  7. Hand off - Provide context for next session

CRITICAL RULES:

  • Work is NOT complete until git push succeeds
  • NEVER stop before pushing - that leaves work stranded locally
  • NEVER say "ready to push when you are" - YOU must push
  • If push fails, resolve and retry until it succeeds
<!-- END BEADS INTEGRATION -->

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