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Godot Master

  • 2.2k installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

godot-master is an agent skill that expert patterns for 2d animation in godot using animatedsprite2d and skeletal cutout rigs. use when implementing sprite frame animations, procedural animation (squash/stretch), cutout

About

godot-master is an agent skill from thedivergentai/gd-agentic-skills that 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. # 2D Animation Expert-level guidance for frame-based and skeletal 2D animation in Godot. ## 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 proper Developers invoke godot-master during operate/infra work for cloud & infrastructure tasks. The skill documents triggers, prerequisites, and step-by-step workflows grounded in SKILL.md. Compatible with Claude Code, Cursor, and Codex agent runtimes that load marketplace skills. Review the Security Audits panel on this listing before installing in production environments.

  • Expert-level guidance for frame-based and skeletal 2D animation in Godot.
  • NEVER use `animation_finished` for looping animations** — The signal only fires on non-looping animations. Use `animatio
  • NEVER forget to cache `@onready var anim_sprite`** — The node lookup getter is surprisingly slow in hot paths like `_phy
  • NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D** — Choose one animation authority per sprite. Mixing
  • MANDATORY**: Read the appropriate script before implementing the corresponding pattern.

Godot Master by the numbers

  • 2,206 all-time installs (skills.sh)
  • +229 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #171 of 1,039 Cloud & Infrastructure skills by installs in the Skillselion catalog
  • Security screen: HIGH risk (skills.sh audit)
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

godot-master capabilities & compatibility

Capabilities
expert level guidance for frame based and skelet · never use `animation_finished` for looping anima · never forget to cache `@onready var anim_sprite` · never mix animationplayer tracks with code drive · mandatory**: read the appropriate script before
Use cases
orchestration
From the docs

What godot-master says it does

Expert-level guidance for frame-based and skeletal 2D animation in Godot.
SKILL.md
- **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.
SKILL.md
- **NEVER use `animation_finished` for looping animations** — The signal only fires on non-looping animations. Use `animation_looped` instead for loop detection.
SKILL.md
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-master

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Listed on Skillselion
Installs2.2k
repo stars454
Security audit3 / 3 scanners passed
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

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

Who is it for?

Developers working on cloud & infrastructure during operate tasks.

Skip if: Tasks outside Cloud & Infrastructure scope described in SKILL.md.

When should I use this skill?

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

What you get

Completed cloud & infrastructure workflow aligned with SKILL.md steps.

  • 2D animation implementation
  • SpriteFrames resource setup
  • Cutout rig hierarchy

Files

SKILL.mdMarkdownGitHub ↗

2D Animation

Expert-level guidance for frame-based and skeletal 2D animation in Godot.

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.

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Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

animation_sync.gd

Method track triggers for frame-perfect logic (SFX/VFX hitboxes), signal-driven async gameplay orchestration, and AnimationTree blend space management. Use when syncing gameplay events to animation frames.

animation_state_sync.gd

Frame-perfect state-driven animation with transition queueing - essential for responsive character animation.

shader_hook.gd

Animating ShaderMaterial uniforms via AnimationPlayer property tracks. Covers hit flash, dissolve effects, and instance uniforms for batched sprites. Use for visual feedback tied to animation states.

procedural_squash_stretch.gd

Dynamic physics-driven deformation. Provides lerp logic for smoothing out sudden impact squashes and directional stretches based on high-velocity movement.

skeleton_2d_rig_helper.gd

Programmatic rig management. Tuning FABRIK/CCDIK modification stacks and updating bone rest poses at runtime for procedural limb goal-reaching.

animation_tree_step.gd

Expert state machine control. Utilizes `Animati

Related skills

FAQ

What does godot-master do?

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

When should I use godot-master?

During operate infra work for cloud & infrastructure.

Is godot-master safe to install?

Review the Security Audits panel on this listing before production use.

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