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Claude Skills

The open format is called Agent Skills and works in Claude Code, Codex, Cursor and other agents — most people know it as Claude Skills.

Every Agent Skill we could find on GitHub, deduplicated by content. 86 961 files from 2 125 authors, of which 68 678 are unique — the rest is the same skill repackaged into someone else's repository. For each one: what it weighs in tokens, whether it ships runnable scripts, and which MCP servers it needs.

68 678
unique skills
out of 86 961 files found on GitHub
18 283
are copies
same content, someone else's repository
1 749
tokens, median
what a typical skill costs you in context
8 467
name collisions
two skills with one name cannot sit side by side

14 701–14 760 of 68 678

page 246 of 1 145
Godot Navigation Pathfinding
by thedivergentai

Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle.

3.2k tokens scripts
Godot Particles
by thedivergentai

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.

3.4k tokens scripts
Godot Performance Optimization
by thedivergentai

Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory usage. Keywords profiling, Godot Profiler, bottleneck, object pooling, VisibleOnScreenNotifier, draw calls, MultiMesh.

3k tokens scripts
Godot Physics 3d
by thedivergentai

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

3.3k tokens scripts
Godot Platform Console
by thedivergentai

Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance. Use when targeting console releases or implementing gamepad-only interfaces. Keywords console, PlayStation, Xbox, Switch, TRC, TCR, certification, controller, gamepad, achievements.

3.5k tokens scripts
Godot Platform Desktop
by thedivergentai

Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.

2.9k tokens scripts
Godot Platform Mobile
by thedivergentai

Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.

3.3k tokens scripts
Godot Platform Web
by thedivergentai

Expert blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.

2.9k tokens scripts
Godot Platform Vr
by thedivergentai

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.

3k tokens scripts
Godot Procedural Generation
by thedivergentai

Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.

3.6k tokens scripts
Godot Project Foundations
by thedivergentai

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.

3.1k tokens scripts
Godot Quest System
by thedivergentai

Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.

2.5k tokens scripts
Godot Raycasting Queries
by thedivergentai

Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.

3.3k tokens scripts
Godot Resource Data Patterns
by thedivergentai

Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.

2.6k tokens scripts
Godot Rpg Stats
by thedivergentai

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

3.1k tokens scripts
Godot Save Load Systems
by thedivergentai

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

3.3k tokens scripts
Godot Scene Management
by thedivergentai

Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.

3.2k tokens scripts
Godot Server Architecture
by thedivergentai

Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer.

3k tokens scripts
Godot Shaders Basics
by thedivergentai

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.

3.3k tokens scripts
Godot Signal Architecture
by thedivergentai

Expert blueprint for signal-driven architecture using \"Signal Up, Call Down\" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.

3.1k tokens scripts
Godot State Machine Advanced
by thedivergentai

Expert blueprint for hierarchical finite state machines (HSM) and pushdown automata for complex AI/character behaviors. Covers state stacks, sub-states, transition validation, and state context passing. Use when basic FSMs are insufficient OR implementing layered AI. Keywords state machine, HSM, hierarchical, pushdown automata, state stack, FSM, AI behavior.

3.3k tokens scripts
Godot Theme Easter
by thedivergentai

Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.

3.1k tokens scripts
Godot Testing Patterns
by thedivergentai

Expert testing decision trees for GdUnit4: unit vs scene vs CI gates, headless runners, snapshots, and mock networks. Use when choosing test layers, wiring CI, or validating signals/physics without beginner assert catalogs. Keywords: GdUnit4, GdUnitTestSuite, headless CI, snapshot test, mock network, scene integration test, TDD.

2.9k tokens scripts
Godot Tilemap Mastery
by thedivergentai

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.

2.9k tokens scripts
Godot Turn System
by thedivergentai

Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.

2.7k tokens scripts
Godot Tweening
by thedivergentai

Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.

2.9k tokens scripts
Godot UI Containers
by thedivergentai

Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.

3.7k tokens scripts
Godot UI Rich Text
by thedivergentai

Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.

3.2k tokens scripts
Godot UI Theming
by thedivergentai

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.

3.7k tokens scripts
Bevy 2d Animation
by thedivergentai

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

2.4k tokens
Bevy 3d Materials
by thedivergentai

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

2.1k tokens
Bevy Ability System
by thedivergentai

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

2.2k tokens
Bevy 3d Lighting
by thedivergentai

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

2.4k tokens
Bevy Adapt 3d To 2d
by thedivergentai

Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.

1.8k tokens
Bevy Adapt 2d To 3d
by thedivergentai

Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

2k tokens
Bevy 3d World Building
by thedivergentai

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

2.4k tokens
Bevy Adapt Desktop To Mobile
by thedivergentai

Bevy ECS skill for adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.

1.8k tokens
Bevy Animation Graph
by thedivergentai

Bevy ECS skill for animation blending. Keywords: Bevy, AnimationGraph, blend, AnimationGraphHandle, AnimationNodeType.

2.1k tokens
Bevy Animation
by thedivergentai

Bevy ECS skill for animation playback. Keywords: Bevy, AnimationPlayer, AnimationClip, AnimationPlugin, animate_targets.

2k tokens
Bevy Adapt Mobile To Desktop
by thedivergentai

Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.

2.2k tokens
Bevy AI Navigation
by thedivergentai

Bevy 0.20 chase, patrol, and wait policy: an enum brain, a goal, a desired velocity, and a retarget timer on FixedUpdate. Use when an actor must choose a goal before movement. Paths stay on bevy-navigation. Keywords: Brain, Goal, DesiredVelocity, PatrolRoute, FixedUpdate, chase, patrol.

2.2k tokens
Bevy Audio Systems
by thedivergentai

Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.

2k tokens
Bevy Camera Systems
by thedivergentai

Bevy ECS skill for cameras. Keywords: Bevy, Camera, Camera2d, Camera3d, Transform.

2.2k tokens
Bevy App Resources
by thedivergentai

Bevy ECS skill for app-wide resources and schedules. Keywords: Bevy, Resource, App, Schedule, Plugin.

2.2k tokens
Bevy Asset Scenes
by thedivergentai

Load Bevy 0.20 assets with AssetServer and spawn scenes with bsn!, spawn_scene, and queue_spawn_scene. Use when content comes from disk, a handle must be ready, or a level root should be replaced. Keywords: AssetServer, Handle, is_loaded_with_dependencies, bsn, Scene, file_watcher, LevelRoot.

2.2k tokens
Bevy Data Resources
by thedivergentai

Place Bevy 0.20 gameplay data on a Component or a Resource. Use when choosing Query versus Res/ResMut, insert_resource, Time and Timer, or a RON/asset handle stored once for the app. Keywords: Bevy, Resource, Res, ResMut, Component, Timer, AssetServer.

2.1k tokens
Bevy Debugging Profiling
by thedivergentai

Bevy ECS skill for logs and diagnostics. Keywords: Bevy, LogPlugin, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin.

2k tokens
Bevy Ecs Composition
by thedivergentai

Compose Bevy 0.20 entities from small components and systems. Use when spawning tuples with Commands, filtering Query with With, ordering writers with chain, or attaching ChildOf. Keywords: Bevy, ECS, Component, Query, Commands, chain, ChildOf.

2k tokens
Bevy Character Movement
by thedivergentai

Bevy 0.20 kinematic character movement: intent components, FixedUpdate integration, coyote time, and jump buffer. Use when a player or actor walks or jumps and the step must stay stable. Keywords: Bevy, movement, FixedUpdate, coyote, jump buffer, ECS.

2.5k tokens
Bevy Dialogue System
by thedivergentai

Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.

2.4k tokens
Bevy Combat System
by thedivergentai

Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage. Use when a hit must change health before death. Keywords: Bevy, combat, health, Hit, Invuln, chain, FixedUpdate.

2.2k tokens
Bevy Economy System
by thedivergentai

Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock. Use when a debit must see the price row and two wallets must not be written by unordered systems. Keywords: Bevy, economy, wallet, price, Purchase, get_many_mut.

2.1k tokens
Bevy Events Messaging
by thedivergentai

Bevy ECS skill for messages and observers. Keywords: Bevy, Message, Event, Observer.

1.7k tokens
Bevy Game Loop Collection
by thedivergentai

Bevy 0.20 collection loop: pickup markers, a quota resource, one score per entity per pass, and NextState when the quota is met. Use when the run is about collecting objects. Keywords: Bevy, collection, pickup, quota, NextState, ECS.

2.1k tokens
Bevy Game Loop Time Trial
by thedivergentai

Run a Bevy 0.20 time trial as ECS data. Use when a race clock, split gates, and a finish line share one resource and must be chained, while movement steps on FixedUpdate. Keywords: Bevy, time trial, RaceClock, SplitGate, FixedUpdate, chain.

2.1k tokens
Bevy Game Loop Harvest
by thedivergentai

Bevy ECS harvest loop: Crop stage on Time<Fixed>, season scale, catch-up from a LastVisit resource, Harvested messages. Use when growth must finish before the yield message. Keywords: Bevy, harvest, crop, FixedUpdate, season, catch-up.

2.1k tokens
Bevy Genre Action Rpg
by thedivergentai

Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.

2.4k tokens
Bevy Genre Card Game
by thedivergentai

Bevy card-game router: zones, turn resource, deck order, catalog costs, EndTurn and PlayCard messages. Use for a local hand, board, and seat order. Keywords: Bevy, card game, zone, turn, deck, energy, chain.

2.5k tokens
Bevy Genre Educational
by thedivergentai

Route a Bevy 0.20 educational loop. Use when prompts and choices are components, lesson totals are one resource, and grading must run after selection in one chain. Keywords: Bevy, Educational, LessonProgress, Choice, chain, genre.

2.1k tokens
Bevy Game Loop Waves
by thedivergentai

Bevy ECS skill for encounter waves. Keywords: Bevy, waves, spawn, encounter, ECS.

1.7k tokens

Claude Skills — questions

Answers built from the skills we actually parsed.

What is a Claude Skill?
A folder with a SKILL.md file: instructions that teach an agent to do one thing well, optionally with scripts and reference files alongside. The format is open and called Agent Skills — Claude Code, Codex and other agents read the same files. It is not a program you run; it is knowledge the agent loads when the task calls for it.
How is a skill different from an MCP server?
A server gives the agent new abilities — it connects to something and exposes tools. A skill gives the agent knowledge: how to use what it already has. They combine, and often literally: 13 478 of the skills here declare which MCP servers they need to work.
Why are there fewer skills here than in other catalogues?
Because we deduplicate by content. Of 86 961 files found on GitHub, 68 678 are unique — the rest is the same skill copied into someone else's repository, word for word. Catalogues that count files rather than skills show every copy as a separate entry.
What does the token count mean?
A skill is loaded in stages. Its name and description stay in the model's context all the time; the body of SKILL.md is read when the skill is used; other files in the folder, such as references, scripts and fonts, are opened only when the skill asks for them. The number we show is SKILL.md, the part every use pays for. A big folder is not a big cost: one official skill ships 83 font files, and none of them ever enters the context.
How do I install a skill?
Copy the skill folder into ~/.claude/skills for personal use, or into .claude/skills inside a project. The agent picks it up by the name in the SKILL.md header — which is worth checking: 8 467 skills here share a name with another skill, and two of them cannot sit side by side.