{"slug":"jame581-addon-development","name":"addon-development","description":"Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels","long_description":"---\nname: addon-development\ndescription: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels\n---\n\n# Addon Development in Godot 4.3+\n\nEditor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.\n\n> **Related skills:** **resource-pattern** for custom Resource editors, **godot-ui** for editor panel UI, **csharp-godot** for C# plugin development.\n\n---\n\n## 1. Plugin Structure\n\nEvery plugin lives inside `addons/` at the project root. Godot discovers plugins by scanning for `plugin.cfg` files.\n\n```\nres://\n└── addons/\n    └── my_plugin/\n        ├── plugin.cfg          # required — plugin metadata\n        ├── plugin.gd           # main EditorPlugin script (named in plugin.cfg)\n        ├── my_inspector.gd     # optional — EditorInspectorPlugin\n        ├── my_dock.tscn        # optional — dock panel scene\n        └── icons/\n            └── my_node.svg     # optional — custom node icons\n```\n\n`plugin.cfg` is a plain INI file. Godot reads it when scanning `addons/`. The `script` key must point to the main plugin script relative to the plugin folder.\n\nEnable the plugin: **Project → Project Settings → Plugins** → tick the checkbox next to your plugin name.\n\n---\n\n## 2. @tool Annotation\n\n`@tool` makes a GDScript (or its C# equivalent) run inside the editor process as well as at runtime. Without it, the script only runs when the game is playing.\n\n### GDScript\n\n```gdscript\n@tool\nextends Sprite2D\n\n# Engine.is_editor_hint() is true when running inside the editor,\n# false during a running game. Use it to guard editor-only logic.\nfunc _process(delta: float) -> void:\n    if Engine.is_editor_hint():\n        # This block runs in the editor viewport — safe to call editor APIs.\n        update_configuration_warnings()\n    else:\n        # Normal game logic here.\n        pass\n\n\n# _get_configuration_warnings() returns an array of strings shown as\n# yellow warning icons on the node in the Scene panel.\nfunc _get_configuration_warnings() -> PackedStringArray:\n    var warnings := PackedStringArray()\n    if texture == null:\n        warnings.append(\"Texture is not set. Assign a Texture2D in the Inspector.\")\n    return warnings\n```\n\n### C#\n\n```csharp\n#if TOOLS\nusing Godot;\n\n[Tool]\npublic partial class MyToolSprite : Sprite2D\n{\n    public override void _Process(double delta)\n    {\n        if (Engine.IsEditorHint())\n        {\n            // Editor-only logic — safe to call editor APIs here.\n            UpdateConfigurationWarnings();\n        }\n        else\n        {\n            // Normal game logic.\n        }\n    }\n\n    public override string[] _GetConfigurationWarnings()\n    {\n        if (Texture == null)\n            return new[] { \"Texture is not set. Assign a Texture2D in the Inspector.\" };\n        return System.Array.Empty<string>();\n    }\n}\n#endif\n```\n\n> Wrap C# tool scripts in `#if TOOLS` / `#endif` to prevent the class from being included in exported builds. GDScript `@tool` scripts are excluded from exports automatically.\n\n**Key rules:**\n- Add `@tool` / `[Tool]` at the top of every script that needs editor access.\n- Always guard runtime-only code with `Engine.is_editor_hint()` to avoid crashing the editor when processing begins before the scene is fully loaded.\n- Call `update_configuration_warnings()` whenever a property changes that might affect the warning state.\n\n---\n\n## 3. EditorPlugin Base\n\nThe main plugin script extends `EditorPlugin`. Godot calls `_enter_tree()` when the plugin is enabled and `_exit_tree()` when it is disabled or the project is closed. **Everything added in `_enter_tree()` must be removed in `_exit_tree()`.**\n\n### GDScript\n\n```gdscript\n# plugin.gd\n@tool\nextends EditorPlugin\n\n\nfunc _enter_tree() -> void:\n    # Register a custom node type. The editor shows MyNode in the\n    # \"Add Node\" dialog under the chosen base class, with a custom icon.\n    add_custom_type(\n        \"MyNode\",                              # name shown in editor\n        \"Node2D\",                              # base class to extend\n        preload(\"res://addons/my_plugin/my_node.gd\"),\n        preload(\"res://addons/my_plugin/icons/my_node.svg\")\n    )\n\n    # Add a menu item to the Project menu (top toolbar).\n    add_tool_menu_item(\"My Plugin Action\", _on_tool_menu_item)\n\n\nfunc _exit_tree() -> void:\n    remove_custom_type(\"MyNode\")\n    remove_tool_menu_item(\"My Plugin Action\")\n\n\nfunc _on_tool_menu_item() -> void:\n    print(\"My Plugin Action triggered\")\n```\n\n### C#\n\n```csharp\n// Plugin.cs\n#if TOOLS\nusing Godot;\n\n[Tool]\npublic partial class MyPlugin : EditorPlugin\n{\n    public override void _EnterTree()\n    {\n        AddCustomType(\n            \"MyNode\",\n            \"Node2D\",\n            GD.Load<Script>(\"res://addons/my_plugin/MyNode.cs\"),\n            GD.Load<Texture2D>(\"res://addons/my_plugin/icons/my_node.svg\")\n        );\n\n        AddToolMenuItem(\"My Plugin Action\", new Callable(this, MethodName.OnToolMenuAction));\n    }\n\n    public override void _ExitTree()\n    {\n        RemoveCustomType(\"MyNode\");\n        RemoveToolMenuItem(\"My Plugin Action\");\n    }\n\n    private void OnToolMenuAction()\n    {\n        GD.Print(\"My Plugin Action triggered\");\n    }\n}\n#endif\n```\n\n**add_custom_type parameters:**\n\n| Parameter | Description |\n|---|---|\n| `name` | The name shown in the Add Node dialog |\n| `base` | String name of the Godot base class |\n| `script` | The GDScript / C# script resource |\n| `icon` | A `Texture2D`, typically a 16×16 SVG |\n\n**add_tool_menu_item** adds an entry under **Project** in the top menu bar. Pass a `Callable` that takes no arguments.\n\n### Unsaved-State & Script Editor Control (Godot 4.7+)\n\nGodot 4.7 adds file-management APIs useful for build/export tooling — check for unsaved work before running an action, or refresh scripts changed by an external tool.\n\n```gdscript\nfunc _run_pre_build_check() -> void:\n    var unsaved_scenes := EditorInterface.get_unsaved_scenes()  # PackedStringArray of scene paths\n    var script_editor := EditorInterface.get_script_editor()\n    var unsaved_files := script_editor.get_unsaved_files()      # PackedStringArray of script paths\n    if not unsaved_scenes.is_empty() or not unsaved_files.is_empty():\n        push_warning(\"Unsaved work detected — save before building.\")\n\n    script_editor.save_all_scripts()   # saves every open script\n    script_editor.reload_open_files()  # re-read files changed outside the editor\n    # Closes the tab, discarding unsaved changes; OK or ERR_FILE_NOT_FOUND.\n    var err := script_editor.close_file(\"res://addons/my_plugin/generated.gd\")\n```\n\n```csharp\n#if TOOLS\nprivate void RunPreBuildCheck()\n{\n    string[] unsavedScenes = EditorInterface.Singleton.GetUnsavedScenes();\n    var scriptEditor = EditorInterface.Singleton.GetScriptEditor();\n    string[] unsavedFiles = scriptEditor.GetUnsavedFiles();\n    if (unsavedScenes.Length > 0 || unsavedFiles.Length > 0)\n        GD.PushWarning(\"Unsaved work detected — save before building.\");\n\n    scriptEditor.SaveAllScripts();\n    scriptEditor.ReloadOpenFiles();\n    Error err = scriptEditor.CloseFile(\"res://addons/my_plugin/Generated.cs\");\n}\n#endif\n```\n\n---\n\n## 4. Custom Inspector Plugin\n\nWhen you want a custom widget for an exported property of a specific type, register an `EditorInspectorPlugin` from your main `EditorPlugin`. The inspector plugin overrides `_can_handle` to opt in and `_parse_property` (or `_parse_begin`) to inject custom widgets. Pair with an `EditorProperty` subclass for the actual UI.\n\n> See [references/inspector-plugins.md](references/inspector-plugins.md) for the full GDScript and C# scaffold (custom inspector + EditorProperty + registration boilerplate).\n\n> **Godot 4.7+:** the static `EditorInspector.create_default_inspector(filter_line_edit: LineEdit = null)` returns an inspector with the same configuration as the editor's Inspector dock, ready to embed in plugin UIs — pass a `LineEdit` for live property filtering (see [references/inspector-plugins.md](references/inspector-plugins.md)). `EditorContextMenuPlugin` also gains `CONTEXT_SLOT_INSPECTOR_PROPERTY` in `ContextMenuSlot`, so context-menu plugins can extend the inspector property right-click menu: `_popup_menu()` receives `[object ID, property name]` and the option callback receives the `EditorProperty` directly.\n\n---\n\n## 5. Custom Dock Panel\n\nAdd a custom dock to the editor by calling `add_control_to_dock(slot, control)` from your `EditorPlugin._enter_tree`. Free the control on `_exit_tree`. Useful for project-wide tooling UIs (level browser, asset summary, build dashboard).\n\n> See [references/dock-panels.md](references/dock-panels.md) for the full GDScript and C# dock scaffold.\n\n---\n\n## 6. Custom Resource Editors\n\n`EditorResourcePicker` lets you constrain a property to a specific Resource subclass with a tooltip and base-type filter. `EditorResourcePreviewGenerator` provides custom thumbnails for resources in the FileSystem dock and Inspector.\n\n> See [references/inspector-plugins.md](references/inspector-plugins.md) for the full GDScript and C# `EditorResourcePicker` and `EditorResourcePreviewGenerator` scaffolds.\n\n---\n\n## 7. Gizmos\n\n`EditorNode3DGizmoPlugin` adds visual handles for 3D nodes in the editor — wireframe shapes, draggable handles, rotation rings. Implement `_init` (materials), `_get_gizmo_name`, `_has_gizmo`, `_redraw` (draw lines/handles), and `_get_handle_value` / `_set_handle` / `_commit_handle` for interactive editing.\n\n> See [references/gizmos-deep-dive.md](references/gizmos-deep-dive.md) for the full GDScript and C# gizmo plugin (with undo/redo wiring for handle commits).\n\n> **Godot 4.7+:** override `_can_commit_handle_on_click() -> bool` (returns `false` if not overridden) to commit a handle action even when the final handle position is the same as the initial one — i.e. on a plain click.\n\n---\n\n## 8. Testing Plugins\n\nToggle the plugin off and on in **Project Settings → Plugins** to reload it; saving a `@tool` script hot-reloads automatically, but new class registrations and dock changes need the full cycle. `print()` / `push_warning()` / `push_error()` go to the Output panel. **C# plugins must recompile first** — `Could not find type \"Plugin\"` means the assembly failed to build, so check the MSBuild panel before anything else.\n\nReload recipes (GDScript + C# `PluginReloader`), console launch flags, and the lifecycle-gotcha table (orphaned docks, stale custom types, double-registered inspector plugins): [references/testing-plugins.md](references/testing-plugins.md)\n\n---\n\n## 9. plugin.cfg Format\n\n`plugin.cfg` is a plain INI file placed at the root of the plugin folder. All fields in the `[plugin]` section are required except `dependencies` and `installs`.\n\n```ini\n[plugin]\n\nname=\"My Plugin\"\ndescription=\"Adds MyNode, a custom inspector, and a dock panel to the editor.\"\nauthor=\"Your Name\"\nversion=\"1.0.0\"\nscript=\"plugin.gd\"\n```\n\n**Field reference:**\n\n| Key | Type | Description |\n|---|---|---|\n| `name` | String | Display name shown in Project Settings → Plugins |\n| `description` | String | Short summary shown in the Plugins panel |\n| `author` | String | Author name or organisation |\n| `version` | String | Semantic version string (e.g. `\"1.2.0\"`) |\n| `script` | String | Path to the main `EditorPlugin` script, **relative to the plugin folder** |\n\n**Complete example with all optional fields:**\n\n```ini\n[plugin]\n\nname=\"My Plugin\"\ndescription=\"Adds MyNode, a custom inspector, and a dock panel to the editor.\"\nauthor=\"Your Name\"\nversion=\"1.0.0\"\nscript=\"plugin.gd\"\n```\n\n> There are no other standard keys in Godot 4.x `plugin.cfg`. Dependency management is handled externally (e.g., by the Asset Library or manual installation instructions).\n\n---\n\n## 10. Checklist\n\n- [ ] `addons/<plugin_name>/plugin.cfg` exists with `name`, `description`, `author`, `version`, `script`\n- [ ] Main script extends `EditorPlugin` and is decorated with `@tool` (GDScript) or `[Tool]` insid","tagline":"Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels","category":"research","tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"github candidate review","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-addon-development#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals."},"stats":{"stars":674,"forks":31,"verified_installs":0,"successful_runs":0,"total_outcomes":0,"rating":0,"review_count":0,"quality_score":43.36},"quality":{"score":75,"tier":"strong","label":"Strong","summary":"Solid option that is likely worth shortlisting for production workflows.","signals":[{"label":"GitHub stars","value":"674","tone":"positive"},{"label":"Freshness","value":"26d ago","tone":"positive"},{"label":"Install ready","value":"Yes","tone":"positive"},{"label":"License","value":"MIT","tone":"neutral"}],"warnings":[]},"trust":{"version":"trust-score-v5","score":74,"base_score":82,"outcome_confidence":0,"tier":"review","label":"Sandbox only","summary":"Useful candidate with missing or mixed trust signals. 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Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes."},{"id":"claude-code","label":"Claude Code","kind":"agent-prompt","value":"Add \"addon-development\" as a Claude Code skill from https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes."},{"id":"cursor","label":"Cursor","kind":"agent-prompt","value":"Turn \"addon-development\" from https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes."}],"handoff_url":"https://www.openagentskill.com/api/skills/jame581-addon-development/install","manifest_url":"https://www.openagentskill.com/api/registry/manifest/jame581-addon-development"},"trust":{"score":82,"label":"Strong shortlist","version":"trust-score-v4","install_policy":"human_review_before_install","evidence":{"stars":"674 GitHub stars","repoActivity":"674 stars, 31 forks","lastPushed":"26d since push","license":"MIT","repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development","install":"npx skills add jame581/GodotPrompter --skill addon-development","installSafety":"standard package or runtime install path","permissionSurface":"filesystem or document access, network or browser access","documentation":"Strong README/SKILL.md context","agentOutcomes":"No agent outcome data yet"},"outcome_evidence":{"total":0,"successes":0,"failures":0,"not_relevant":0,"success_rate":null,"recent_success_rate":null,"recent_failure_rate":null,"install_attempts":0,"install_success_rate":null,"risk_blocked":0,"setup_required":0,"avg_output_quality":null,"production_outcomes":0,"last_outcome_at":null,"label":"No agent outcome data yet"},"auto_install":{"allowed":false,"sandbox_required":true,"reason":"Human review or sandbox validation is required before automatic installation."},"best_for":["research","agent-skill"],"known_risks":["Financial research output is not financial advice; require human review before any live investment decision.","Quality score needs review"]},"agent_proven":{"version":"agent-proven-v1","score":0,"tier":"unproven","label":"Needs first agent run","summary":"No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.","metrics":{"totalOutcomes":0,"successfulOutcomes":0,"failedOutcomes":0,"installAttempts":0,"installSuccessRate":null,"successRate":null,"recentSuccessRate":null,"recentFailureRate":null,"riskBlocked":0,"setupRequired":0,"notRelevant":0,"avgOutputQuality":null,"avgTimeToUsefulMs":null,"productionOutcomes":0,"humanReviewRequired":0,"uniqueAgents":0,"lastOutcomeAt":null},"signals":[],"penalties":["No real agent outcome evidence yet"]},"audit":{"score":84,"risk_level":"needs_review","risk_label":"Needs review","warnings":["Financial research output is not financial advice; require human review before any live investment decision","Financial research output is not financial advice; require human review before any live investment decision.","Quality score needs review"]},"safety_gate":{"tier":"reviewed","label":"Reviewed with permission notes","auto_install_policy":"review","auto_install_allowed":false,"human_review_required":true,"blocked":false,"recommended_action":"Require human approval before installing into a real workspace."},"quality":{"score":75,"label":"Strong"},"supply":{"track":"Research and knowledge work","scenario":"Research agents","maintenance":"26d since push","risk":"Needs review"},"alternative_skills":[],"do_not_use_when":["teams that need a vendor-supported SLA","high-compliance environments without internal security review","No OpenAgentSkill engagement data yet","Financial research output is not financial advice; require human review before any live investment decision","Financial research output is not financial advice; require human review before any live investment decision.","Quality score needs review","Production credentials, payments, or irreversible account changes without explicit human review","Sensitive private data before reviewing repository code, license, and permission surface"],"agent_contract":{"task_input":"Use addon-development in an agent workflow","recommended_action":"Require human approval before installing into a real workspace.","install_policy":"review","minimum_review_before_use":["Trust: 82/100 Strong shortlist","Audit: 84/100 Needs review","Safety: 64/100 Review before install","Review repository, license, install command, and permission surface before production use."],"expected_agent_output":{"selected_skill":"jame581-addon-development (addon-development)","install_command":"npx skills add jame581/GodotPrompter --skill addon-development","risk_summary":"Needs review; Reviewed with permission notes; Review before production","verification_result":"Report the smallest successful task, files touched, warnings, and any missing setup."}},"outcome_feedback":{"endpoint":"https://www.openagentskill.com/api/agent/outcome","method":"POST","requires_resolve_event_id":true,"event_id_source":"Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.","expected_outcomes":["success","failed","not_relevant","blocked_by_risk","setup_required"],"payload_template":{"event_id":"<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>","skill_slug":"jame581-addon-development","task":"Use addon-development in an agent workflow","agent":"codex","outcome":"success","install_used":true,"risk_blocked":false,"setup_required":false,"task_success":true,"output_quality":4,"error_type":null,"human_review_required":false,"workspace":"sandbox","time_to_useful_ms":120000,"notes":"Report the smallest successful task, setup friction, files touched, and risk notes."}},"endpoints":{"web":"https://www.openagentskill.com/skills/jame581-addon-development","api":"https://www.openagentskill.com/api/agent/skills/jame581-addon-development","audit":"https://www.openagentskill.com/skills/jame581-addon-development/audit","eval":"https://www.openagentskill.com/api/agent/evals?slug=jame581-addon-development&task=Use%20addon-development%20in%20an%20agent%20workflow&max_risk=medium","resolve":"https://www.openagentskill.com/api/agent/resolve?task=Use%20addon-development%20in%20an%20agent%20workflow&agent=codex&max_risk=medium","receipt":"https://www.openagentskill.com/api/agent/receipt?task=Use%20addon-development%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text","install":"https://www.openagentskill.com/api/skills/jame581-addon-development/install","manifest":"https://www.openagentskill.com/api/registry/manifest/jame581-addon-development"}},"supply_profile":{"track":{"slug":"research","label":"Research and knowledge work","shortLabel":"Research","description":"Deep research, source comparison, literature review, RAG, knowledge search, and reports."},"scenario":{"label":"Research agents","description":"I need my agent to research a topic, compare sources, and produce a concise report.","useCases":[{"slug":"browser-automation","title":"Browser automation"},{"slug":"research-agents","title":"Research agents"},{"slug":"testing-qa","title":"Testing and QA"}]},"applicableAgents":["Claude Code","Browser agents","CLI","Codex","Cursor"],"install":{"ready":true,"command":"npx skills add jame581/GodotPrompter --skill addon-development","primaryTarget":"CLI","targetCount":4},"githubQuality":{"stars":674,"starsLabel":"674","forks":31,"license":"MIT","qualityScore":75,"trustScore":82,"auditScore":84},"maintenance":{"status":"fresh","label":"26d since push","daysSincePush":26,"lastPushedAt":"2026-08-12T22:35:31+00:00"},"risk":{"level":"needs_review","label":"Needs review","requiresReview":true,"notes":["Financial research output is not financial advice; require human review before any live investment decision","Financial research output is not financial advice; require human review before any live investment decision.","Quality score needs review","Needs review"]},"coverageTags":["Research","Research agents","agent-skill"]},"audit":{"audit_score":84,"risk_level":"needs_review","risk_label":"Needs review","quality_score":75,"trust_score":82,"maintenance_score":100,"security_score":86,"install_score":92,"warnings":["Financial research output is not financial advice; require human review before any live investment decision","Financial research output is not financial advice; require human review before any live investment decision.","Quality score needs review"]},"quality_signals":{"model":"v2","star_score":19.81,"usage_score":0,"review_score":5.55,"metadata_score":3,"freshness_score":15},"platforms":["Claude Code","Browser agents"],"use_cases":[{"slug":"browser-automation","title":"Browser automation","url":"https://www.openagentskill.com/use-cases/browser-automation"},{"slug":"research-agents","title":"Research agents","url":"https://www.openagentskill.com/use-cases/research-agents"},{"slug":"testing-qa","title":"Testing and QA","url":"https://www.openagentskill.com/use-cases/testing-qa"},{"slug":"coding-agents","title":"Coding agents","url":"https://www.openagentskill.com/use-cases/coding-agents"}],"stacks":[{"slug":"browser-qa-agent","title":"Browser QA agent","url":"https://www.openagentskill.com/collections/browser-qa-agent"},{"slug":"research-report-agent","title":"Research report agent","url":"https://www.openagentskill.com/collections/research-report-agent"},{"slug":"coding-review-agent","title":"Coding review agent","url":"https://www.openagentskill.com/collections/coding-review-agent"}],"install":"npx skills add jame581/GodotPrompter --skill addon-development","install_targets":[{"id":"openagentskill-cli","label":"CLI","title":"OpenAgentSkill CLI","kind":"command","value":"npx --yes https://github.com/Leon-Drq/openagentskill/releases/download/cli-v0.3.0/openagentskill-0.3.0.tgz add jame581-addon-development","description":"Resolve policy, run the source installer safely, and report a verified install receipt.","copyLabel":"Copy command"},{"id":"codex","label":"Codex","title":"Codex install prompt","kind":"agent-prompt","value":"Install the \"addon-development\" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Give Codex a repo-aware install prompt when the skill is not available through a local CLI.","copyLabel":"Copy prompt"},{"id":"claude-code","label":"Claude Code","title":"Claude Code skill prompt","kind":"agent-prompt","value":"Add \"addon-development\" as a Claude Code skill from https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this prompt to ask Claude Code to add the skill and explain the local activation steps.","copyLabel":"Copy prompt"},{"id":"cursor","label":"Cursor","title":"Cursor rule prompt","kind":"agent-prompt","value":"Turn \"addon-development\" from https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-addon-development\",\"task\":\"Install addon-development\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this when installing as Cursor project rules or reusable agent instructions.","copyLabel":"Copy prompt"}],"repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development","github_repo":"jame581/GodotPrompter","version":"1.0.0","license":"MIT","urls":{"web":"https://www.openagentskill.com/skills/jame581-addon-development","repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/addon-development","api":"/api/agent/skills/jame581-addon-development","install_api":"/api/skills/jame581-addon-development/install"},"meta":{"created_at":"2026-09-05T14:01:14.272239+00:00","updated_at":"2026-09-05T14:01:14.374104+00:00","agent_friendly":true}}