godot
Build, debug, test, export, and optimize Godot projects using GDScript or C#, scenes, resources, headless workflows, and engine-native diagnostics.
Skill by metaspartan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/metaspartan-godot
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: testing
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot
What's inside
- Skill name
godot- Description
- Build, debug, test, export, and optimize Godot projects using GDScript or C#, scenes, resources, headless workflows, and engine-native diagnostics. Use for projects containing `project.godot`.
- License
- MIT
- Instructions
- 38 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Godot ## Inspect first 1. Read `project.godot` and identify the renderer, entry scene, input map, autoloads, and engine features. 2. Inspect the owning scenes, scripts, resources, addons, tests, and export presets. 3. Determine whether the project uses GDScript, C#, GDExtension, or a mixture. 4. Resolve `godot`, `godot4`, or the platform application binary instead of assuming one name. ## Implementation rules - Keep reusable behavior in scripts and resources with explicit scene ownership. - Preserve node paths, signal contracts, resource identifiers, and autoload APIs. - Avoid hand-rewriting large scene or resource files when an engine-aware edit is safer. - Keep `_process` and `_physics_process` responsibilities distinct. - Free transient nodes and disconnect long-lived signals when ownership requires it. - Do not change renderer or project feature versions unless requested. ## Verification Use project-provided test addons and scripts before inventing a test command. 1. Parse focused scripts with `godot --headless --path <project> --check-only --script <script>` when supported by the script shape. 2. Import resources with `godot --headless --path <project> --editor --quit` when imports changed. 3. Run the project's GDScript, C#, or addon test suite. 4. Run a focused scene or the main project and inspect engine output. 5. Export with the existing preset using `--headless --path <project> --export-release <preset> <output>` when release output is in scope. 6. Exercise the changed flow in a rendered build. ## Performance Measure CPU, GPU, physics, draw calls, node count, memory, resource loading, and stutter in the engine profiler. Test the selected renderer and target device; headless execution cannot validate rendering. ## Completion criteria Report Godot version, renderer, scripts or scenes checked, test runner, export preset, rendered flow, and any unavailable platform template or device.
From metaspartan/cybara, MIT.
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Signals
- Stars
- 32
- Forks
- 9
- Open issues
- 0
- Last commit (this folder)
- Sep 2, 2026 (1 month ago)
- Last release
- Oct 24, 2026 (4 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/metaspartan/cybara
- Website
- cybara.ai
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
godot skill. Agent Mart. https://agentmart.dev/skills/metaspartan-godot (last updated 2026-10-24)