
Godot AI skills: which packs exist and how to install one
Godot AI skills are folders of SKILL.md instructions that an AI coding agent loads when a task matches, in the Agent Skills format that Anthropic released as an open standard. Claude Code, Codex, Cursor, Copilot, Gemini CLI, OpenCode and Ziva read it. Nine public packs exist for Godot; the largest are gd-agentic-skills, GodotPrompter and awesome-gamedev-agent-skills, and most install with one npx skills add command.
Star counts, licenses and dates come from the GitHub API on September 27, 2026; folder paths come from each agent’s documentation, linked inline. Ziva.sh publishes this page and makes Ziva, which loads the same skill folders.
TL;DR
| Pack | Godot skills | Godot | License | Stars |
|---|---|---|---|---|
| gd-agentic-skills | 99, with 27 genre blueprints | 4.7+ | LGPL-3.0 | 763 |
| GodotPrompter | 56 | 4.3+ | MIT | 763 |
| awesome-gamedev-agent-skills | 16 of 74, plus a router | 4.7 | Apache-2.0 | 1,182 |
| haxqer/godot-skill | 1, with 66 templates | 4.7 | MIT | 161 |
| vl4dt/godot-skills | 12 | 4.x | MIT | 7 |
| HubDev godot-ai-builder | 14, plus 28 MCP tools | 4.3+ | MIT in README | 12 |
| Randroids-Dojo Godot-Claude-Skills | 1, deprecated | 4.x | MIT | 45 |
| godogen | 1, plus a C# pipeline | 4, C# | MIT | 7,009 |
| Claude-Code-Game-Studios | 74 across three engines | 4 | MIT | 25,471 |
Last pushes, from the GitHub API: awesome-gamedev-agent-skills September 27, godogen September 26, Claude-Code-Game-Studios September 24, haxqer September 23, GodotPrompter September 20, gd-agentic-skills September 9, vl4dt August 25, HubDev February 18 and Randroids-Dojo January 19, 2026, the last of which now points to the Randroid’s Dojo marketplace . Two smaller packs: alexmeckes/godot-claude-skills (5 skills, MIT, last push March 2026) and fenixnix/Godot-Skills (12 skills, MIT, March 2026).
What a skill is, and what it is not
The specification is short: “A skill is a directory containing, at minimum, a SKILL.md file” with a YAML name and description, optional scripts/, references/ and assets/ folders. Loading is staged. The agent reads about 100 tokens of metadata per skill at startup, loads the body (under 5,000 tokens recommended) only when a task matches the description, and opens the resources on demand.
That staging is the difference from an instruction file. Anthropic’s guidance: “Put it in CLAUDE.md if Claude should always know it” and “Put it in a skill if it’s reference material Claude needs sometimes” (features overview ). OpenAI says the same for AGENTS.md and Codex skills: “These are complementary, not competing” (customization overview ). Ziva reads AGENTS.md and skills the same way.
It is also the difference from an MCP server. “MCP connects Claude to external services. Skills extend what Claude knows” (Anthropic ). The complaint Godot developers repeat most on Reddit is that “AI coding assistants can edit scripts, but they’re blind to the Godot editor”. A skill does not cure that; it has no eyes. A Godot MCP server or an in-editor agent gives the agent the scene tree, the errors and the running game. A skill tells it what good GDScript looks like once it can see. Serious setups use one of each.
Where each agent looks for skills
| Agent | Project folder | User folder |
|---|---|---|
| Claude Code | .claude/skills/ | ~/.claude/skills/ |
| Codex | .agents/skills/ (also parent and repo root) | ~/.agents/skills/ |
| Cursor | .agents/skills/, .cursor/skills/ | ~/.agents/skills/, ~/.cursor/skills/ |
| Gemini CLI | .gemini/skills/, .agents/skills/ | ~/.gemini/skills/, ~/.agents/skills/ |
| GitHub Copilot | .github/skills/, .claude/skills/, .agents/skills/ | ~/.copilot/skills/, ~/.agents/skills/ |
| OpenCode | .opencode/skills/, .claude/skills/, .agents/skills/ | ~/.config/opencode/skills/, ~/.claude/skills/, ~/.agents/skills/ |
| Windsurf | .devin/skills/, .windsurf/skills/ | ~/.codeium/windsurf/skills/, ~/.config/devin/skills/ |
| Ziva | .ziva/skills/, .agents/skills/ | ~/.ziva/skills/, ~/.agents/skills/ |
.agents/skills/ is the shared folder: Codex, Cursor, Gemini CLI, Copilot, OpenCode and Ziva all read it. Claude Code reads .claude/skills/ and Windsurf reads neither, so those two need a copy or a symlink.
How to install one
The skills CLI from Vercel Labs (MIT, 32,596 stars) handles most packs: npx skills add <owner>/<repo> copies or symlinks the skills into each agent’s folder, -g installs for the user instead of the project, -a <agent> picks the agents, and -a universal writes to .agents/skills/. The CLI does not list Ziva, so universal is the option that lands in a folder Ziva reads. One warning from gd-agentic-skills’ README: “NEVER use the --all flag when installing this repository”, because loading 99 skills at once floods the context; install godot-master or the few you need.
GodotPrompter ships as a Claude Code plugin: claude plugins marketplace add jame581/skillsmith, then claude plugins install godot-prompter@skillsmith; for Codex its README clones the repo and symlinks skills into ~/.agents/skills/godot-prompter. HubDev’s godot-ai-builder is also a marketplace plugin, and its setup.sh installs an HTTP bridge into addons/ so the skills can drive the editor. haxqer/godot-skill is a plain copy: put skill/godot/ in your skills folder so the installed directory is named godot.
In Ziva, drop the folder into <project>/.ziva/skills/ or .agents/skills/, restart, and the skill appears in the agent’s list; /skill:name loads it by hand, with anything after the name passed as arguments.
What each pack is for
gd-agentic-skills calls itself “the official ‘Long-Term Memory’ for Godot 4.7+ AI Agents”: 99 skills such as godot-characterbody-2d, godot-tilemap-mastery, godot-animation-tree-mastery, godot-multiplayer-networking and 27 genre blueprints like godot-genre-platformer, with “audited, strictly typed GDScript patterns” and a rule that “Code must be Godot 4.7+ native, statically typed”. LGPL-3.0, which matters if you vendor the files.
GodotPrompter is 56 skills built on the Superpowers plugin pattern: godot-project-setup, player-controller, state-machine, shader-basics, multiplayer-basics, gdextension, targeting “Godot 4.3+ with both GDScript and C# examples” and annotated sections for 4.5 to 4.7. Its 1.7 release enforces a 16 KB budget per SKILL.md. The README is candid about clients: “Verified end-to-end on Claude Code and GitHub Copilot CLI. Cursor’s registration ships but is not yet confirmed.”
awesome-gamedev-agent-skills covers several engines and adds a router: “You never name a skill. On each request the router does three things: 1. Detects your engine from project files”. Its 16 Godot skills include godot-gdscript, godot-signals-groups, godot-2d-movement, godot-csharp and godot-gdscript-headless-testing, at a “Godot 4.7 baseline”. Apache-2.0, the most starred pack, pushed the day this was written.
haxqer/godot-skill is one skill with 42 GDScript templates, 24 shader templates and 22 playbooks, “verified locally on Godot 4.7”, plus a linter that catches “Godot 3 → 4 API renames with the exact replacement” and := reads that will not parse. It is “Built for weak models and models without vision”, which makes it the pick for local Ollama or LM Studio models.
vl4dt/godot-skills is 12 skills (godot-gdscript-patterns, godot-csharp-patterns, godot-47-migration, godot-networking) for pi-agent, Claude Code, Codex and Cline, with partial Gemini CLI and Cursor support.
HubDev godot-ai-builder pairs 14 skills (godot-builder, godot-director, godot-scene-arch, godot-enemies) with 28 MCP tools and an editor bridge on port 6100, so it is half skill pack, half MCP server. Last pushed February 2026.
godogen is the project behind the Show HN thread “Claude Code skills that build complete Godot games” (337 points, 205 comments). It is a pipeline that “takes a text prompt, designs the architecture, generates 2D/3D assets, writes the GDScript, and tests it visually”; its README now targets Godot 4 C# projects and ships one asset-generation skill plus an engine guide, for Claude Code or Codex.
Claude-Code-Game-Studios is a 25,471-star template of 49 agents and 74 skills across Godot, Unity and Unreal, set up with /setup-engine godot 4.6. Broad rather than Godot-deep.
Do skills fix the Godot 3 versus 4 problem?
That thread is where the demand for skills comes from. In the HN discussion one commenter wrote “it was REALLY painful to vibecode with GDScript” and “I also kept running into the Godot 3 vs 4 issue before adding specific guidance about this into CLAUDE.md”; another disagreed, seeing “some confusion that I get something appropriate for Godot 3 instead of Godot 4, but never Python”; a third summed up the fix: “You have to explicitly give it the version you are working on.” Our own side-by-side test found the same drift in ChatGPT and less in Claude.
A skill is that explicit guidance, packaged and loaded on demand instead of pasted into every prompt, and the rename tables in haxqer/godot-skill and the 4.7-only rule in gd-agentic-skills are aimed at exactly this. What a skill cannot do is run the code. Godot’s parse check caught five of eight typical AI mistakes in about a second, and a running scene can print a runtime error and still exit with code 0, so the agent needs a tool that reads the editor errors as well as a skill that tells it the API names. Budget for context too: each installed skill keeps about 100 tokens of metadata in the agent’s context before it loads, which is why the routers, budgets and “do not install everything” warnings exist.
Which pack should you pick?
- Claude Code, Godot 4.7, GDScript, want typed patterns: gd-agentic-skills, installing
godot-masterfirst. Check the LGPL-3.0 terms if the files ship inside a product. - Claude Code or Copilot, Godot 4.3 to 4.7, prefer MIT and a maintained plugin: GodotPrompter.
- More than one engine, or you do not want to name skills: awesome-gamedev-agent-skills with its router.
- Local or smaller models: haxqer/godot-skill, built for them, with the linter.
- Codex, pi or Cline: vl4dt/godot-skills, or any pack copied into
.agents/skills/. - C# projects and a whole prompt-to-game pipeline: godogen.
- Ziva: any of the above dropped into
.agents/skills/; Ziva also sees the editor, so the skill supplies the conventions and the agent checks its own errors.
Where Ziva fits
Ziva is our product. It loads skills from the same folders as Codex and Cursor and registers each as a /skill:name command, so nothing above needs converting. Unlike a skill, it runs inside the Godot editor, reads the scene tree and editor errors with file and line, runs the game, and can act as an MCP server for Claude Code or Codex: the “one of each” setup. It is not in the skills CLI’s agent list, so install packs with -a universal or by hand. Skills can instruct an agent to run code, so read a pack before installing it.
Related reading
- Which AI tool can read Godot editor errors and fix them?: the tools that see what a skill cannot.
- Claude Godot code: why it beats ChatGPT in 2026: the Godot 3 versus 4 drift, measured.
- Ziva vs Godot MCP: the MCP half of the setup.
- How do I use Claude or ChatGPT together with Godot?: commands for Claude Code and Codex in a Godot project.
- Best AI tools for Godot in 2026: the plugins, bridges and editors compared.