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Godot Animation Player

Checked
thedivergentai·vlatest·frontend·LGPL-3.0

This skill automates Godot animation playback, streamlining your game's visual development and saving valuable time for creative tasks.

Install on your platform

Showing Claude Code. One command installs this skill into any of the agents below.

  1. 1

    Run this in your project

    terminal
    $ npx skills add thedivergentai/game-dev-agentic-skills --skill godot-animation-player -a claude-code
  2. Uses the open-source skills CLI and needs Node.js. Add -g to install it for your user instead of this project.

What we know about this skill

Publisher

thedivergentai

Taken from the source listing. We haven't verified who controls this account.

Install target

Live repository

Not pinned. Installing fetches whatever the repository holds at the time you run the command.

No human has reviewed this code. The checks below are a static scan of the files at one commit — nobody has run this skill or judged whether it works. A skill runs with whatever access you give your agent, so read the source before you install it.

Automated safety checks

scanned

This skill passed all 6 checks. We read its files at one commit and looked for the things that make a skill dangerous to run — not for whether it works.

  • Declares what it does: passed

    SKILL.md parses and declares a name and a description.

    SKILL.md exists, its frontmatter parses, and it declares a name and a description.

  • No undeclared network calls: passed

    Makes no network calls.

    Every host the skill dials — from its scripts, its config endpoints or the commands it tells the agent to run — is either well-known package and API infrastructure or declared in its own frontmatter. Links in documentation are not counted.

  • No obfuscated payloads: passed

    No encoded or obfuscated payloads.

    No base64, hex or compressed blob is decoded and then executed, and no encoded shell commands.

  • No credential access: passed

    Reads no keys, tokens, keychains or credential files.

    Neither the code nor the SKILL.md instructions read SSH keys, cloud credentials, keychains, token stores, browser cookie databases or dotfiles that hold secrets.

  • No pipe-to-shell installers: passed

    No pipe-to-shell or download-and-run installers.

    No `curl … | sh` pattern, in the code or in the instructions, that runs code fetched at run time.

  • Pinned to a commit: passed

    Scanned thedivergentai/gd-agentic-skills at 4c4d0ff5c4.

    The exact upstream commit SHA that was scanned is recorded, so the result refers to specific bytes.

Scanned
5 files, 373 lines
This is a static scan, not a review. It reads the skill's files; it does not run them, and it cannot tell you whether the skill is any good or whether the code does what its description says. A skill runs with whatever access you give your agent.
What each check looks for →

About this skill

What it does

This skill provides expert guidance for working with Godot's AnimationPlayer, a timeline-based keyframe animation system. It helps users avoid common pitfalls and optimize their animations for performance and stability within Godot game projects. The skill focuses on best practices related to track management, function calls during animation, resource handling, looping, and synchronization.

When to use it

  • When you need help understanding how to properly reset animation tracks to ensure properties return to initial values when changing scenes.
  • If you're experiencing issues with animations not triggering logic correctly or running too slowly.
  • To optimize Godot projects by avoiding performance bottlenecks related to unnecessary AnimationPlayer activity.
  • When implementing multiplayer or rhythm game mechanics requiring precise synchronization of animation timing.

Key capabilities

  • Provides guidance on managing and resetting animation tracks.
  • Offers advice on using CALL_MODE_DISCRETE for function calls within animations to prevent logic spam.
  • Explains how to correctly handle resource properties during animation to avoid file size bloat.
  • Details best practices for looping animations and synchronizing them across multiple instances.
  • Includes a script (method_track_logic.gd) for expert logic triggers using CALL_MODE_DISCRETE.

Example prompts

  • "How do I ensure my animation tracks reset properly in Godot?"
  • "What's the best way to call functions during an animation without impacting performance?"
  • “Explain how to avoid resource bloat when animating material properties.”

Tips & gotchas

  • Read the associated scripts: The skill emphasizes that users should read the provided scripts (like method_track_logic.gd) before implementing specific patterns.
  • Be mindful of animation library changes: Avoid modifying an AnimationLibrary while it's actively playing, as this can lead to crashes or unexpected behavior.
  • Consider performance implications: Deactivate AnimationPlayers that aren’t essential for visual animations to conserve CPU and GPU resources.