godot-mobile
Installation
SKILL.md
Godot Mobile
Treat mobile as a target with variable screens, interruptible lifecycle, constrained CPU/GPU/memory/thermal budgets, and platform-specific release pipelines. A desktop preview is useful but never sufficient evidence.
Inspect Before Editing
Scale this inspection to the change's risk, and complete the relevant checks before changing gameplay, project settings, import options, or export presets.
- Locate
project.godot, confirm the root, and readconfig/features, exact rendering method and driver, base viewport size, stretch mode and aspect, orientation, physics tick rate, input emulation settings, texture defaults, application identity, and main scene. - Run the project's established Godot executable with
--versionwhen available. Match editor, export templates, APIs, and platform documentation to that exact Godot 4.x release. - Inspect existing scenes and typed GDScript conventions, especially input routing, pause/state ownership, spawned-node lifecycle, UI anchors and containers, camera behavior, quality settings, save paths, and app lifecycle handling.
- Inspect
export_presets.cfgwithout exposing credentials. Record Android package name, version code/name, architectures, permissions, renderer, build format, and iOS bundle ID, team/capabilities, orientation, icons, and signing expectations. - Inspect texture, audio, model, shader, particle, and font imports. Identify the largest resources and features likely to dominate memory, bandwidth, overdraw, or package size.
- Run a baseline on at least one representative physical device if available. Capture frame time, frame pacing, memory, startup, input latency, orientation, safe-area layout, suspend/resume, and thermal behavior.
Do not change renderer, stretch mode, orientation, compression, package identity, permissions, or signing fields without explaining the project-wide and release impact.