godot-animation-player — Claude Code skill: setup & features
Guides AnimationPlayer patterns in Godot, covering track types, RESET track setups, root motion physics synchronization, and method call modes.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a claude-codeWhat godot-animation-player does
This skill directs the agent on reliable AnimationPlayer patterns for Godot projects. It outlines rules for Value, Method, and Audio tracks to prevent subtle engine bugs. For one-shot gameplay triggers like hitboxes, it enforces CALL_MODE_DISCRETE. Leaving call mode on continuous triggers the method every single frame across the key.
The skill references task-specific GDScript templates for common game mechanics. For example, root_motion_physics_sync.gd aligns bone root motion with physics ticks on CharacterBody3D, while active_animation_culler.gd sets active = false for off-screen nodes to cut CPU usage. Mutating an AnimationLibrary while a clip plays causes transform glitches or engine crashes. You must stop playback first.
What it helps with
- sync root motion bone displacement with CharacterBody3D physics
- set up RESET tracks to prevent property leaks across scenes
- switch method tracks to CALL_MODE_DISCRETE for one-shot hits
- cull off-screen AnimationPlayer nodes to reduce CPU load
Example prompts for the agent
- Set up root motion sync between AnimationPlayer and CharacterBody3D in Godot
- Create a method track for attack hitboxes using CALL_MODE_DISCRETE
- Generate an Animation resource programmatically using programmatic_anim.gd
How to install godot-animation-player
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a claude-code2Manually: put the files in place
~/.claude/skills/godot-animation-player/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-animation-player/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a codex2Manually: put the files in place
.agents/skills/godot-animation-player/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a cursor2Manually: put the files in place
.cursor/skills/godot-animation-player/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-animation-player2Manually: put the files in place
.github/skills/godot-animation-player/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-animation-playerManually: put the files in place
.devin/skills/godot-animation-player/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-animation-player
How do I install godot-animation-player in Claude Code?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-animation-player -a claude-code. This registers the skill and makes its reference scripts available to the agent.
Why does this skill mandate RESET tracks?
Without a RESET track, animated properties remain stuck in their modified state across scene changes. The skill enforces saving initial default values to maintain state hygiene.
Why should I avoid animation_finished on looping clips?
The animation_finished signal does not fire when a clip loops. You should connect to animation_looped instead or check current_animation.