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godot-platform-mobile — Claude Code skill for Godot mobile builds

A skill that steers your coding agent through Godot's mobile side: touch input, screen cutouts, throttling and Android permissions.

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

What godot-platform-mobile does

This skill tells the agent how to handle the mobile half of a Godot project. It ships rules plus ready scripts: gesture recognition, safe-area insets via DisplayServer, a heat and battery monitor, Android runtime permissions, an in-app purchase boilerplate, haptic patterns, accelerometer and gravity fusion, VRAM optimisation.

The flow is decision-first. The agent walks a tree over control scheme, orientation and renderer, then loads only the scripts that match the branch. Gestures pull in mobile_gesture_recognizer.gd; adaptive orientation pulls in orientation_layout_adaptor.gd together with the size_changed signal.

The prohibitions carry more weight than the advice. Touch must not go through InputEventMouseButton — that path is unreliable on phones, so use InputEventScreenTouch and InputEventScreenDrag. Forward+ is a bad fit for phone GPUs; pick Mobile or Compatibility. Leaving ETC2/ASTC compression off ends in VRAM exhaustion and a crash. Android permissions are never granted for free: request them with OS.request_permission() at the moment the feature is used, not on cold boot, and confirm with OS.get_granted_permissions(). Big saves on the main thread trip ANR, so push disk I/O to background threads. If your project already has its own touch layer, these rules will fight it — check that two input handlers are not running at once.

What it helps with

  • move controls from mouse events to multi-touch
  • keep UI clear of the camera notch
  • drop the frame rate while the app is backgrounded
  • request Android permissions at the right moment
  • turn on texture compression before shipping

Example prompts for the agent

  • Check my Godot mobile export against the godot-platform-mobile rules
  • Add pinch-to-zoom using mobile_gesture_recognizer.gd
  • Set up UI adaptation for notches and orientation changes

How to install godot-platform-mobile

1Skills CLI (Vercel)

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

2Manually: put the files in place

~/.claude/skills/godot-platform-mobile/SKILL.md

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

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

Questions about godot-platform-mobile

How do I install godot-platform-mobile in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-platform-mobile -a claude-code. The skill file then lives at ~/.claude/skills/godot-platform-mobile/SKILL.md.

What does godot-platform-mobile do?

It gives the agent rules and scripts for Godot mobile builds: touch input, safe areas, throttling when backgrounded, Android permissions, in-app purchases and texture compression.

Which scripts does the skill load?

The agent first walks a decision tree over control scheme, orientation and renderer, then loads only the matching files, such as mobile_gesture_recognizer.gd, adaptive_safe_area_inset.gd or thermal_throttle_monitor.gd.

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