6 skills · 1 category

Claude Code skills for Godot

Godot skills for GDScript scenes and signals, shaders, pathfinding, physics and performance, plus engine-neutral game skills such as procedural generation that work well in Godot.

Start with these

  1. 1

    Godot Games

    Typed GDScript, clean scenes, exports that build

    Claude writes Godot 4 code the way experienced Godot developers do: fully typed GDScript, scenes that run in isolation, signals flowing upward, and tunable data in custom Resources. It picks the right physics body for each object, avoids Godot 3 syntax, keeps saves in user://, and verifies changes with headless imports, tests, and command-line exports.

  2. 2

    Game AI and Pathfinding

    Agents that route well, decide clearly, never stall

    Claude matches the pathfinding method to the world and agent count, from grid A* and flow fields to engine navmeshes, then smooths and steers paths so movement looks natural. It picks the simplest decision model that fits, adds hysteresis and stuck detection, time-slices path requests, and checks custom A* against Dijkstra with a bundled script.

  3. 3

    Game Performance

    Hit the frame budget with captures, not hunches

    Claude sets a frame budget for the target device, builds a repeatable benchmark, and classifies the game as CPU, render-thread or GPU bound before touching code. It profiles with the right engine and platform tools, fixes the largest cost first, hunts periodic GC and shader-compile hitches separately, and reports p95 frame time and 1% lows from real captures.

All 6 Godot skills

Grouped by category. Each card opens the full playbook, example prompts and install commands.

Game Development 6

★ No. 449

Godot Games

Typed GDScript, clean scenes, exports that build

Claude writes Godot 4 code the way experienced Godot developers do: fully typed GDScript, scenes that run in isolation, signals flowing upward, and tunable data in custom Resources. It picks the right physics body for each object, avoids Godot 3 syntax, keeps saves in user://, and verifies changes with headless imports, tests, and command-line exports.

godot-games 231 lines
No. 446

Game AI and Pathfinding

Agents that route well, decide clearly, never stall

Claude matches the pathfinding method to the world and agent count, from grid A* and flow fields to engine navmeshes, then smooths and steers paths so movement looks natural. It picks the simplest decision model that fits, adds hysteresis and stuck detection, time-slices path requests, and checks custom A* against Dijkstra with a bundled script.

game-ai-pathfinding 187 lines · 2 files
No. 447

Game Performance

Hit the frame budget with captures, not hunches

Claude sets a frame budget for the target device, builds a repeatable benchmark, and classifies the game as CPU, render-thread or GPU bound before touching code. It profiles with the right engine and platform tools, fixes the largest cost first, hunts periodic GC and shader-compile hitches separately, and reports p95 frame time and 1% lows from real captures.

game-performance 170 lines · 2 files
No. 448

Game Physics

Fixed steps, no tunneling, bugs you can replay

Claude fixes physics bugs from the loop outward: it checks for a fixed timestep and render interpolation, then scale, mass ratios, collider shapes and layers, and only then tunes parameters. It knows when a character needs a kinematic controller, how to stop fast objects tunneling, and how to prove fixes with debug draw and recorded input replays.

game-physics 166 lines · 2 files
No. 452

Procedural Generation

Seeded worlds that replay exactly and always work

Claude builds generators that take an explicit seed, derive independent sub-seeds per purpose and chunk, and validate every output for connectivity and solvability before use. It picks the right technique for the content, handles WFC contradictions, keeps chunk generation off the main thread, and locks behavior down with seed sweeps and golden-hash tests.

procedural-generation 195 lines · 2 files
No. 453

Shader Programming

GPU code with named spaces and no NaN speckles

Claude writes shaders with every vector tagged by its coordinate space, lighting done in linear color, and procedural edges antialiased with derivatives. It extends engine lighting instead of rewriting it, ports between GLSL, HLSL, WGSL and Godot syntax, and debugs by rendering intermediate values as color and hunting NaNs before touching performance.

shader-programming 209 lines · 2 files

Install

Every Godot skill in one command

Installs into ~/.claude/skills/. Add --project after -- to install into the current repository.

curl -fsSL https://claudeskills.page/install.sh | sh -s -- godot-games game-ai-pathfinding game-performance game-physics procedural-generation shader-programming

Godot skills FAQ

What is the best Claude Code skill for Godot?

Start with Godot Games: Typed GDScript, clean scenes, exports that build. Then add Game AI and Pathfinding and Game Performance, which cover the next most common Godot requests.

How do I install all 6 Godot skills at once?

Pass every name to the installer in one command: curl -fsSL https://claudeskills.page/install.sh | sh -s -- godot-games game-ai-pathfinding game-performance game-physics procedural-generation shader-programming. Add --project to install them into the current repository's .claude/skills/ folder so your team gets them too.

Do these Godot skills work outside Claude Code?

Yes. Each skill uses only the portable Agent Skills frontmatter, so the same folder works on claude.ai, through the Claude API and in the Agent SDK. Skills that run bundled scripts need an environment with code execution.

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