> data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-resources
Model game data as reusable, Inspector-editable Resource objects instead of hard-coded
values, and load/save them as .tres/.res. Targets Godot 4.3+.
data; authoring .tres files in the Inspector; or loading/saving custom resources.
When *not* to use: nodes/scene structure → godot-nodes-scenes; saving the player's
*runtime progress* (engine-agnostic save format/slots) → save-systems; the C# variant of
this pattern → godot-csharp.
Resource with class_name and @export fields. It now appears in the"New Resource" dialog and as an @export type, editable in the Inspector.
.tres files in the FileSystem dock (text, diff-friendly) or.res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.
@export var data: ItemResource, or arrays@export var loot: Array[ItemResource].
preload (constant path) or load/ResourceLoader.load(variable path). Use threaded loading for large assets.
changes too (resources are shared references).
ResourceSaver.save.# item.gd
extends Resource
class_name ItemResource
@export var id: StringName = &""
@export var display_name: String = "Item"
@export_multiline var description: String = ""
@export var icon: Texture2D
@export var max_stack: int = 99
@export var value: int = 0
Create sword.tres from this class in the FileSystem dock and fill it in the Inspector.
extends Node
@export var starting_items: Array[ItemResource] = [] # drag .tres files in the Inspector
func _ready() -> void:
for item in starting_items:
print("Have: %s (x%d max)" % [item.display_name, item.max_stack])
func give_unique_copy(template: ItemResource) -> ItemResource:
# true = deep copy sub-resources too; false = shallow (shares sub-resources).
var copy: ItemResource = template.duplicate(true)
copy.value += 5 # mutating the copy won't touch the template .tres
return copy
func save_config(cfg: Resource) -> void:
ResourceSaver.save(cfg, "user://config.tres") # user:// = writable app data dir
func load_config() -> Resource:
if ResourceLoader.exists("user://config.tres"):
return ResourceLoader.load("user://config.tres")
return null
.tres assigned to many nodes is the*same* object — mutating it changes all of them (and re-saving the file). Call
duplicate(true) for per-instance state.
class_name required to instance from the editor. Without it the class won't appearin the "New Resource" dialog or as an @export type.
res:// is read-only in exported games. Write runtime data to user://, neverres://. ResourceSaver.save to res:// only works in the editor.
scene nodes. Reference scenes via PackedScene, not node instances.
data graphs acyclic or use IDs/lookups.
preload vs load. preload needs a constant path and loads with the script;load accepts a variable path at runtime. Use ResourceLoader.exists() before load
to avoid errors on missing files.
.tres — they ship in plain text inside the export.load_threaded_request), @tool resources with customsetup, custom ResourceFormatLoader/Saver, resource-local-to-scene, and resource UIDs,
read references/resource-patterns.md.
godot-gdscript — @export annotations used to define resource fields.godot-nodes-scenes — instancing scenes vs. sharing resource data.save-systems — persisting runtime progress (separate from static data).unity-scriptableobjects — the equivalent data-asset pattern in Unity.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/godot-resources from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.