Godot skills for Claude Code are the pack to open when a Godot folder needs a double jump written the current way. I had two folders and one request: add a double jump. A double jump is a second hop in the air, before the character lands. One folder was a Godot game. Godot is the free program that runs a game you build, and it marks that project with a file named project.godot. The other folder was a Unity game. Unity is a different program for making games, and it marks a project with a folder named Assets plus a small version file. Godot skills for claude code are not either program. They are instruction files a coding agent is supposed to open before it writes the jump. I pointed both folders at the pack’s own rules. Only the Godot folder was sent to the Godot jump file.
Use godot skills for claude code when the folder already has project.godot and the agent keeps writing the jump the way an old tutorial did. Skip them when the folder is Unity, or when the folder is empty and you have not picked an engine yet.

What are Godot skills for Claude Code

Godot skills for claude code are text files that tell the agent the current Godot way to do one job, such as moving a character, and they are not a copy of the Godot program.
A skill here is one markdown file with a name and a short description at the top, then the steps. The agent is supposed to see the short description all the time, and open the long steps only when the job matches. That is why a big pack does not have to sit in the chat at once. The pack I checked is called awesome gamedev agent skills. It covers Godot and also Unity, Unreal, and several smaller engines. The Godot slice is 16 files. The godot folder held these sixteen: movement, tiles, physics, scenes, the scripting language, UI, animation, shaders, audio, multiplayer, export, a C# path, headless tests, 3D setup, signals, and resources.
The movement file is the one that matters for a jump. In current Godot, the body you move from a script is called CharacterBody2D. The older name was KinematicBody2D. The file says to use CharacterBody2D, set velocity, which is how fast the body moves and which way, then call move\_and\_slide() with nothing inside the parentheses. That call reads the velocity you already set, slides along the ground, and writes back what actually happened. You do not pass a speed into it, and you do not multiply velocity by the frame time yourself. The work belongs in \_physics\_process, the function Godot calls on a fixed timer, not in the function that runs once per drawn frame. A jump sets the up-and-down part of velocity to a negative number, and only when is\_on\_floor() is true. A second jump is the same idea with a counter: allow one extra negative velocity while the character is still in the air, then reset the counter when the floor check is true again.
If the script the agent writes still says KinematicBody2D, or still multiplies velocity by delta, the skill was not what it followed.
How do I install Godot skills for Claude Code
Install godot skills for claude code with one command from the project folder, then check the files before you trust them.
The command the pack documents is:
npx skills add gamedev-skills/awesome-gamedev-agent-skillsnpx runs a small installer without keeping it. The installer copies the skill folders into the place your coding agent already looks. For Claude Code that place is .claude/skills inside the project, or the same path under your home folder if you want every project to see them. Cursor and the other agents use their own folders. The installer asks which agent you have. For the test below the pack was cloned from GitHub and the checker that ships with it was run:
python3 scripts/validate-skills.pyOn 9 Nov 2026 (Asia/Calcutta) it looked at 78 skill files, including the router, and printed that every check passed. The Godot folder held 16 SKILL.md files; the whole pack held 77 SKILL.md files plus the router. That means the files are shaped the way the pack expects. It does not mean a character jumps. Before you copy any skill into a project that has keys and a shell, run the same kind of look you would give any other downloaded instruction. The scan I use for that is the one in how to scan a claude code skill.
Which skill should I give Claude for a Godot game
For a double jump in a Godot project, give Claude two files: godot-2d-movement, then platformer. Do not hand it the whole Godot folder.
The pack starts with a router. The router is the first file, and its only job is to name the other files. It does not teach the engine. I read its rules and applied them to the sentence “add a double jump to my Godot player” with a project.godot file present. The short worked example in that same file names exactly two skills, in this order: godot-2d-movement, then platformer. platformer is the genre file. A genre file is the glue for one kind of game, here a side view where you run and jump. It is supposed to point at the movement file, not repeat it.
The movement file is also clear about its own edge. It says to use it for a player or enemy that moves and collides. It says not to use it for tile layout. That job is godot-tilemap. It says not to use it when you want the full platformer template. That job is the platformer file. So the pair is the right first open. Add godot-tilemap only if you also asked for the ground to be made of tiles. Add the camera file only if you also asked the view to follow the player.
If you are lost in a project you did not write, a skill file will not map it for you. Start with how to use Claude Code to understand a new codebase, then come back and name the jump.
Does the router pick the right Godot skill

The router picks the right engine from the files on disk, and then it gives two different answers for the same jump sentence.
I made five folders and ran the detection rules from the router, in the order the file lists them. A file named project.godot means Godot. A file ending in .uproject would mean Unreal. A folder named Assets together with ProjectSettings/ProjectVersion.txt means Unity. A package.json whose dependencies mention phaser means Phaser, the browser game library. Anything else is unknown.
| Folder I made | What was in it | Engine the rule chose |
|---|---|---|
| godot-player | project.godot | Godot |
| unity-player | Assets and ProjectVersion.txt | Unity |
| empty | nothing | unknown |
| phaser | package.json with phaser | Phaser |
| both | project.godot and the Unity files | Godot |
The last row is the trap. Godot is checked first, so a stray project.godot inside a Unity tree wins. Delete it, or the agent will open Godot files for a Unity game.
Then I applied the jump sentence to the Godot folder. The worked example loads 2 names: godot-2d-movement and platformer. Lower in the same file, the genre row for the words “jump” and “double jump” lists five more jobs: the movement file, the tilemap file, level design, the camera, and game feel. The row itself is the platformer file. If an agent follows that row literally, it opens 6 files for one sentence. The top of the router says to name the minimal set. The worked example is the minimal set. The genre row is the long set, for when the request is “make a platformer,” not “add a jump to the player I already have.”
I would tell the agent, in the same message as the request: open godot-2d-movement and platformer only. If it announces tilemap, camera, and game feel, that is the long row, and The request was not for a level or a camera.
Godot skills vs Unity skills

Godot skills and Unity skills are different files in the same pack, and a double jump must not cross from one to the other.
On the Godot side, the jump lives in godot-2d-movement, which talks about CharacterBody2D and move\_and\_slide(). On the Unity side there is no file with that job. The Unity folder has eight files: C# scripting, the input system, physics, animation, data objects, a 2D tilemap, navigation for enemies, and the build. The router says this in its own fallback line: there is no dedicated Unity 2D movement skill, so use unity-csharp-scripting plus unity-physics. Those two know Unity’s way of moving a body. They do not know CharacterBody2D. If you let the Godot jump file open inside a Unity project, the agent will write Godot names into C# files, and the Unity editor will not compile them.
| Godot project | Unity project | |
|---|---|---|
| File that proves the engine | project.godot | Assets and ProjectVersion.txt |
| Files for “add a double jump” | godot-2d-movement, then platformer | unity-csharp-scripting, then unity-physics |
| What “the body” is called | CharacterBody2D | a Unity body, from the physics file |
| What goes wrong if you mix them | Unity names in a .gd script | Godot names in a C# script |
A website that should not look generated is a third job, and these files will not do it. That test is which Claude Code skill to use for a website. A moving picture, rather than a character that jumps, is a fourth job: HyperFrames vs Remotion.
When should I skip Godot skills for Claude Code
Skip godot skills for claude code when the project is not current Godot, when the folder is empty, or when you need the game to actually run.
Three skips are enough.
First, Godot 3. The movement file is written for the current line, and it says move\_and\_slide() takes no arguments. Godot 3 used a different call, and it called the body KinematicBody2D. If your project is Godot 3, these files will push the new names into old scenes. Stay on a Godot 3 guide, or move the project forward on purpose. Do not mix the two in one chat.
Second, an empty folder. The router says that a new project with no engine named should default to Godot, and it should say so. “Make a platformer” in a blank directory becomes a Godot project even if you wanted Unity or a browser game. Name the engine in the same sentence, or put the real project file on disk first. My empty folder came back as unknown. That is the moment to stop, not the moment to let the default choose.
Third, you need a running game and an error list. These files never start Godot. They never press play. They never read the red text in the output panel. A separate small program can do that, if you add one. The skill files only change what the agent believes the API looks like. API here means the names the engine actually accepts. After the agent writes the jump, you still press play.
One more limit. The checker passing does not mean the agent will obey the file. Look at the script. CharacterBody2D, velocity, move\_and\_slide() with empty parentheses, and the jump only when the floor check passes. If those four are missing, the skill was decoration.
Is awesome gamedev agent skills worth it
Yes, if you already have a Godot project and the agent keeps writing the old jump. No, if you do not have a project file yet.
I would install the pack in that Godot project, and I would put one line in the request: open godot-2d-movement and platformer only. I would not let the long genre row add tilemap, camera, and game feel unless I asked for a level and a camera. I would ignore the pack entirely for a Unity jump, and I would use the two Unity files instead. The official files are in the awesome gamedev agent skills repo. The picture of what CharacterBody2D is for, in the engine’s own words, is the 2D introduction.
The minutes were worth it because of the disagreement inside one file. Two names, or six. You only need the two.
Common questions about godot skills for claude code
do godot skills for claude code run the game
No. They tell the agent which names to write. They do not start Godot, and they do not read the error list.
will godot skills fix a godot 3 project
No. The jump file targets the current engine, where the body is CharacterBody2D and move\_and\_slide() takes no arguments. A Godot 3 project will get the wrong names.
can i use the same godot skills in cursor
Yes. The same files install for Cursor and the other coding agents. The installer asks which agent, and it copies the folders into that agent’s skills directory. The router rules do not change.
what if there is no project.godot file
The router marks the engine unknown. For a brand new project with no engine named, it defaults to Godot. Put project.godot on disk first, or say the engine in the request, or you will get Godot files you did not ask for.




