Agent skill · Audited from source
godot-master
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 28 Oct 2026 · source 0c0182b848c3
Is it safe? With care — CAUTION, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and observed filesystem and shell access and no hard-coded secrets. The audit raised 3 findings, 0 critical or high. What it does: Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API…
Cite
Cite this page
ModelsAtlas. “godot-master (thedivergentai/gd-agentic-skills)”. Retrieved 28 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-master
Trust audit
Audit 0.4.1 · source read 28 Oct 2026
CAUTION means the audit found things worth knowing before you trust this skill. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemDeclared5 observations
- NetworkNone observedNo outbound calls in the source
- ShellDeclared2 observations
- 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 | WARN | 3 |
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 (3)
MEDIUMCode injectioncode.dynamic_import · scripts/agent_vision_capture.py:29
return __import__(mod, fromlist=["*"])
- Why
- No further detail recorded for this rule.
- Fix
- —
MEDIUMCode injectioncode.dynamic_import · scripts/agent_vision_capture.py:31
return __import__(alt, fromlist=["*"])
- Why
- No further detail recorded for this rule.
- Fix
- —
MEDIUMObfuscation / stealthobf.homoglyph · scripts/monte_carlo_balancer_compare_balance_snapshots.py:110
f"{key}: Δwin={delta:+.4f} "- Why
- No further detail recorded for this rule.
- Fix
- —
Audit 0.4.1 · source sha 0c0182b848c3 · 28 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-masterThe 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 11 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API…
---
name: godot-master
description: "Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master."
---
# Godot Master: Lead Architect Knowledge Hub
Every section earns its tokens by focusing on **Knowledge Delta** — the gap between what the base model already knows and what a senior Godot engineer knows from shipping real products.
## Library target — Godot 4.7+
All Domain Skill mirrors target **Godot 4.7+** (stable). For **any engine version upgrade** (1.x/2.x legacy → 3→4 → hop-by-hop 4.x), use **[godot-version-migration](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-version-migration/SKILL.md)** — do not treat this hub as a migration changelog.
Cross-cutting 4.7 reminders while routing: **AreaLight3D** / HDR → [3D Lighting](references/3d-lighting.md); Asset Store vs Asset Library → export/platform modules; RichTextLabel ImageUnit, input device ID constants, Jolt behavior → migration hub module notes.
---
## 🧠 Part 1: Expert Thinking Frameworks
### "Who Owns What?" — The Architecture Sanity Check
Before writing any system, answer these three questions for EVERY piece of state:
- **Who owns the data?** (The `StatsComponent` owns health, NOT the `CombatSystem`)
- **Who is allowed to change it?** (Only the owner via a public method like `apply_damage()`)
- **Who needs to know it changed?** (Anyone listening to the `health_changed` signal)
If you can't answer all three for every state variable, your architecture has a coupling problem. This is not OOP encapsulation — this is Godot-specific because the **signal system IS the enforcement mechanism**, not access modifiers.
### The Godot "Layer Cake"
Organize every feature into four layers. Signals travel UP, never down:
```
┌──────────────────────────────┐
│ PRESENTATION (UI / VFX) │ ← Listens to signals, never owns data
├──────────────────────────────┤
│ LOGIC (State Machines) │ ← Orchestrates transitions, queries data
├──────────────────────────────┤
│ DATA (Resources / .tres) │ ← Single source of truth, serializable
├──────────────────────────────┤
│ INFRASTRUCTURE (Autoloads) │ ← Signal Bus, SaveManager, AudioBus
└──────────────────────────────┘
```
**Critical rule**: Presentation MUST NOT modify Data directly. Infrastructure speaks exclusively through signals. If a `Label` node is calling `player.health -= 1`, the architecture is broken.
### The Signal Bus Tiered Architecture
- **Global Bus (Autoload)**: ONLY for lifecycle events (`match_started`, `player_died`, `settings_changed`). Debugging sprawl is the cost — limit events to < 15.
- **Scoped Feature Bus**: Each feature folder has its own bus (e.g., `CombatBus` only for combat nodes). This is the compromise that scales.
- **Direct Signals**: Parent-child communication WITHIN a single scene. Never across scene boundaries.
### 🔗 The "Smart Interconnect" Mandate
Expert systems are defined not by their isolation, but by their **Payload Synthesis**.
- **Physics → Performance**: `PhysicsServer2D` and `RenderingServer` bypass `SceneTree` node overhead. Use for 1,000+ bullets or particles to achieve O(1) processing.
- **Animation → Physics**: `AnimationTree.get_root_motion_position()` converts animation displacement into physics `velocity`, preventing "foot sliding" in complex movement.
- **Data → Reactivity**: Serialized `Resource` objects (like `Stats`) emit signals when modified, allowing UI to update automatically without tight coupling.
- **Asset → Spawning**: An O(1) Dictionary-based cache (preloaded during `ResourceLoader` async phases) prevents I/O hitches when spawning items or enemies.
- **Mobile → Visuals**: Prevent runtime frame-hitches by instantiating hidden effects during loading screens to force GPU shader pipeline compilation.
- **Networking → Bandwidth**: Use bit-packing into `PackedByteArray` for synchronization instead of JSON/Strings to keep packets under 100 bytes.
- **Genre Synthesis**:
- `Shooter`: strictly use `intersect_ray()` (direct space state) over `RayCast3D` nodes for 100x performance.
- `RPG`: Damage follows `base * pow(scaling, level)` to sustain end-game progression.
- `RTS`: Moves groups based on their Center of Mass with `Relative Offset` to preserve formation integrity.
- `Metroidvania`: Uses `ResourceLoader.load_threaded_request()` for seamless room swaps.
- `Platformer`: Mandatory `Jump Buffering` (~0.15s) and `Coyote Time` for professional feel.
- `Simulation`: `Tick Manager` batch processing; avoid per-entity `_process` to sustain thousands of units.
- `Romance`: `Multi-Axial Affection` (Attraction, Trust, Comfort) to map complex narrative branching.
- `Architecture`: `Signal Architecture` strictly follows `Signal Up, Call Down` to eliminate circular scene coupling.
---
## 🧭 Part 2: Architectural Decision Frameworks
### The Master Decision Matrix
| Scenario | Strategy | **MANDATORY** Skill Chain | Trade-off |
| :--- | :--- | :--- | :--- |
| **Rapid Prototype** | Event-Driven Mono | **READ**: [Foundations](references/project-foundations.md) → [Autoloads](references/autoload-architecture.md). **Do NOT load** genre or platform refs. | Fast start, spaghetti risk |
| **Complex RPG** | Component-Driven | **READ**: [Composition](references/composition.md) → [States](references/state-machine-advanced.md) → [RPG Stats](references/rpg-stats.md). **Do NOT lExcerpt, first 6,003 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
pip install -r skills/godot-agent-vision/requirements-vision.txt
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
Commands as the repository documents them: shown, never run by us. Our verdict covers commit 0c0182b848c3 only.
Works in which agents?
What its own text says, not a test
| Agent | Status | More |
|---|---|---|
| Cursor | Mentioned in its text, not tested | Skills for Cursor · About Cursor |
Audit history
Every audit, every source change
- !CAUTION B 89 / 100
first audit · source
0c0182b848c3
README badge
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Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 28 Oct 2026
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