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godot-adapt-desktop-to-mobile — Claude Code skill: port Godot games

A skill for porting desktop Godot games to mobile: touch controls, UI scaling for small screens, battery saving.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-adapt-desktop-to-mobile -a claude-code
Open on GitHub

What godot-adapt-desktop-to-mobile does

This skill covers moving a desktop Godot game onto mobile platforms. It ships GDScript files: a dynamic joystick that spawns where the finger lands on the left half of the screen, swipe and pinch detection, a UI adapter for small screens, resolution scaling, a battery saver mode, and an on-screen keyboard handler. Separate scripts handle safe-area padding for notches, one-finger pan with two-finger pinch on a Camera2D, haptic feedback, and stripping heavy shading on weak mobile renderers.

The port order is spelled out. Replace hover, right-click and scroll wheel with touch equivalents first. Then set up safe areas and the UI adapter for 44–48dp targets, keeping critical HUD above the fingers. After that, hook battery saver and offline save on pause and resume. Each step asks you to read the matching script before implementing it, so pasting joystick or gesture tutorials inline is not the way. A deeper recipe file exists, and it is not meant for a first-pass control remap.

The skill targets Godot 4: it leans on InputEventScreenTouch, InputEventScreenDrag, DisplayServer.get_display_safe_area() and NOTIFICATION_APPLICATION_PAUSED. On a Godot 3 project those calls need rewriting by hand. Deep Android and iOS IAP or permission work lives in a separate skill, godot-platform-mobile, and the advice is to load it only once the control, UI and performance gates pass.

What it helps with

  • replace mouse hover and right-click with touch input
  • add a virtual joystick on the left half of the screen
  • detect swipes and pinches through signals
  • rescale the HUD for 44–48dp targets and thumb reach
  • drop FPS and save the game when it is backgrounded

Example prompts for the agent

  • read the godot-adapt-desktop-to-mobile skill and add a virtual joystick for my platformer
  • port my game's controls to touch using the skill checklist
  • set up safe areas and UI scaling for mobile screens

How to install godot-adapt-desktop-to-mobile

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-adapt-desktop-to-mobile -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-adapt-desktop-to-mobile/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-adapt-desktop-to-mobile/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-adapt-desktop-to-mobile

How do I install godot-adapt-desktop-to-mobile in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-adapt-desktop-to-mobile -a claude-code. The skill lands in ~/.claude/skills/godot-adapt-desktop-to-mobile/SKILL.md.

What does godot-adapt-desktop-to-mobile do?

It provides patterns and scripts for porting a desktop Godot game to mobile: touch control schemes, UI adaptation, performance on mobile GPUs, and battery management.

Do I need a separate skill for Android and iOS IAP or permissions?

Yes, godot-platform-mobile handles deep IAP and permission work. Load it only after the control, UI and performance gates pass.

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