Agent skill · Audited from source
godot-2d-animation
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 20 Oct 2026 · source 0c0182b848c3
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect…
Cite
Cite this page
ModelsAtlas. “godot-2d-animation (thedivergentai/gd-agentic-skills)”. Retrieved 20 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-2d-animation
Trust audit
Audit 0.4.1 · source read 20 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 0c0182b848c3 · 20 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherthedivergentai GitHub userOwner of the repository this skill is read from
- Source folderthedivergentai/gd-agentic-skills/skills/godot-2d-animationThe exact folder we audited
- LicenceLGPL-3.0As the repository states it
- Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
- Repository statusNot archivedLast push 3 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect…
--- name: godot-2d-animation description: "Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0)." --- ## NEVER Do - **NEVER use AnimatedTexture** — This class is deprecated, highly inefficient in modern renderers, and may be removed in future Godot versions. Use AnimatedSprite2D or AnimationPlayer instead. - **NEVER allow Tweens to fight over the same property** — If multiple Tweens animate the same property, the last one created forcibly takes priority. Always assign your Tween to a variable and call `kill()` on the previous instance before creating a new one. - **NEVER process kinematic movement outside the physics tick** — If your AnimationPlayer moves a CharacterBody2D, ensure the AnimationPlayer's callback mode is set to Physics. Animating physics bodies during the Idle (render) frame breaks fixed timestep physics interpolation and causes stutter. - **NEVER use `animation_finished` for looping animations** — The signal only fires on non-looping animations. Use `animation_looped` instead for loop detection. - **NEVER call `play()` and expect instant state changes** — AnimatedSprite2D applies `play()` on the next process frame. Call `advance(0)` immediately after `play()` if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously). - **NEVER set `frame` directly when preserving animation progress** — Setting `frame` resets `frame_progress` to 0.0. Use `set_frame_and_progress(frame, progress)` to maintain smooth transitions when swapping animations mid-frame. - **NEVER forget to cache `@onready var anim_sprite`** — The node lookup getter is surprisingly slow in hot paths like `_physics_process()`. Always use `@onready`. - **NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D** — Choose one animation authority per sprite. Mixing causes flickering and state conflicts. - **NEVER use paper-thin skeletons for deformation** — 2D meshes require balanced vertex density. If your mesh deforms poorly, increase the vertex count near joints in the Mesh2D editor. --- ## Available Scripts > **MANDATORY**: Read the script for the pattern you are implementing. Inline recipes that duplicated these scripts were removed — the script is the source of truth. ### Do NOT Load (by scenario) | Scenario | Load | Do NOT Load | |----------|------|-------------| | Single character / player | `one_frame_sync_fix.gd`, `animation_state_sync.gd`, optional `animation_tree_step.gd` / `tween_lifecycle_manager.gd` | `multimesh_swarm_anim.gd`, `gpu_mesh_optimizer.gd` (unless fill-rate profiling demands it) | | Frame events / hitboxes / SFX sync | `animation_sync.gd` (+ AnimationPlayer method tracks) | Swarm/MultiMesh scripts | | Squash/stretch game-feel | **MANDATORY** `procedural_squash_stretch.gd` | Inline landing-condition snippets in this skill | | Cutout / IK limbs | `skeleton_2d_rig_helper.gd` | MultiMesh swarm scripts | | Shader flash / dissolve on anim | `shader_hook.gd` | — | | Thousands of bats/fish/props | `multimesh_swarm_anim.gd` (+ docs fish tutorial) | Per-entity AnimatedSprite2D / Tween managers | ### Script index - [one_frame_sync_fix.gd](scripts/one_frame_sync_fix.gd) — **Golden sync path**: `play()` + `advance(0)` with `flip_h` / property changes. - [animation_state_sync.gd](scripts/animation_state_sync.gd) — State-driven animation + transition queue. - [animation_sync.gd](scripts/animation_sync.gd) — Method tracks, signal orchestration, blend-space hooks. - [animation_tree_step.gd](scripts/animation_tree_step.gd) — `AnimationNodeStateMachinePlayback.travel()`. - [procedural_squash_stretch.gd](scripts/procedural_squash_stretch.gd) — **Sole source** for physics-driven squash/stretch (do not re-implement landing checks here). - [tween_lifecycle_manager.gd](scripts/tween_lifecycle_manager.gd) — Kill/reuse Tweens; property-fight prevention. - [skeleton_2d_rig_helper.gd](scripts/skeleton_2d_rig_helper.gd) — FABRIK/CCDIK stacks, rest poses. - [shader_hook.gd](scripts/shader_hook.gd) — AnimationPlayer → ShaderMaterial uniforms. - [gpu_mesh_optimizer.gd](scripts/gpu_mesh_optimizer.gd) — Sprite → tight 2D mesh for fill-rate. - [multimesh_swarm_anim.gd](scripts/multimesh_swarm_anim.gd) — GPU swarm motion only. - [animation_data_extractor.gd](scripts/animation_data_extractor.gd) — Value/method tracks decouple hitbox/spawn metadata from SpriteFrames visuals. - [procedural_walker_2d.gd](scripts/procedural_walker_2d.gd) — TwoBoneIK foot planting via raycast targets (pairs with `skeleton_2d_rig_helper.gd`). - [sprite_sheet_memory_manager.gd](scripts/sprite_sheet_memory_manager.gd) — Threaded high-res frame inject + unload for VRAM spikes. --- ## Expert Decision Tree: Choosing the Right Animation Tool | Scenario | Recommended Node | Expert Insight | |----------|------------------|----------------| | Isolated, pure frame-by-frame spritesheets | **AnimatedSprite2D** | Cannot animate non-visual properties or method tracks — escalate to AnimationPlayer when you need those. | | Cutout animations, non-visual sync, audio/particles | **AnimationPlayer** | Owns transforms, mesh deformation, method/value tracks. | | Complex state machines, blending, locomotion | **AnimationTree** | Logic graph over an AnimationPlayer; use `travel()` via `animation_tree_step.gd`. | | Procedural, dynamic, fire-and-forget UI/fx | **Tween** | Runtime targets; always go through `tween_lifecycle_manager.gd`. | | Swarms of thousands of entities | **MultiMeshInstance2D + Shader** | Load `multimesh_swarm_anim.gd` only; skip character sync scripts. | --- ## Golden Path: One-Frame
Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 0c0182b
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
0c0182b848c3
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Questions about godot-2d-animation
What does the godot-2d-animation skill do?
Is godot-2d-animation safe to install?
What can godot-2d-animation access on my machine?
How current is this page?
Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 20 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the godot-2d-animation skill do?
- Is godot-2d-animation safe to install?
- What can godot-2d-animation access on my machine?