Codex skills for Godot

Codex reads project.godot for the engine version, autoloads and input map, then writes statically typed GDScript or partial C# node classes that match the Godot 4 release you are on. Every script is parsed headless before hand-back, Godot 3 idioms like yield are converted, and shared skills cover Godot shaders, Control focus, MultiplayerAPI and saves under user://.

General skills with Godot guidance

Not built around Godot, but they include steps or tools for it. Not part of the install-all command.

Every Godot skill in one command

Installs these 6 into ~/.agents/skills/. Add --project after -- to install into the current repository instead.

The installer is a 104-line POSIX shell script. It fetches the skills you name from codexskills.dev and unpacks each into its own folder in your skills directory. No sudo, no telemetry, and every skill page shows the full SKILL.md first. Read install.sh

curl -fsSL codexskills.dev/install.sh | sh -s -- godot-gdscript godot-csharp glsl-shaders multiplayer-netcode game-ui game-save-systems

Godot FAQ

Can Codex port a Godot 3 project to Godot 4 GDScript?

Godot 4 GDScript includes a Godot 3 to 4 table, such as yield(obj, "signal") becoming await obj.signal and export var becoming @export var. It reads config/features in project.godot and refuses to use features newer than the project, for example typed dictionaries and .uid files from 4.4 or @abstract from 4.5. Each script is checked with godot --headless --check-only before hand-back.

Does the Godot C# skill support web export?

No, and Godot 4 C# says so up front: Godot 4 C# projects cannot export to the web, so if web is a requirement it stops and tells you GDScript is needed. It also checks that the Godot.NET.Sdk version in the .csproj matches the editor exactly and that the target framework is supported (net8.0 for Godot 4.4+). Engine-free logic goes in a plain class library tested with dotnet test.

Is there a Codex skill for Godot multiplayer?

Multiplayer Netcode maps its patterns onto Godot 4: multiplayer.is_server() or is_multiplayer_authority() for authority checks, @rpc("any_peer") with rpc_id(1, ...) for client to server calls, MultiplayerSynchronizer for replicated values and MultiplayerSpawner for spawning. It notes that Godot has no built-in prediction, so client prediction must be implemented yourself, and that the server should check multiplayer.get_remote_sender_id() owns the entity a request references.

How do I install all 6 Godot skills at once?

Pass every name to the installer in one command: curl -fsSL https://codexskills.dev/install.sh | sh -s -- godot-gdscript godot-csharp glsl-shaders multiplayer-netcode game-ui game-save-systems. Add --project right after -- to put them in the current repository's .agents/skills/ so your team gets them too.

Which Godot skill should I try first?

Godot 4 GDScript is the closest fit for most Godot work. Mention it with $godot-gdscript in a prompt to load it on purpose; after that, Codex picks it up on its own whenever a task matches.

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