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Godot Adapt 3d To 2d

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thedivergentai
godot-adapt-3d-to-2d

Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-adapt-3d-to-2d
Stars
727
Forks
43
Bundled files
18
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 18 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Adapt 3d To 2d AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-adapt-3d-to-2d .claude/skills/godot-adapt-3d-to-2d
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Adapt 3d To 2d in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Adapt 3d To 2d on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Adapt 3d To 2d is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

NEVER Do

  • NEVER remove Z-axis without gameplay compensation — Blindly flattening 3D to 2D removes spatial strategy. Add other depth mechanics (layers, jump height variations).
  • NEVER keep 3D collision shapes — Use simpler 2D shapes (CapsuleShape2D, RectangleShape2D). 3D shapes don't convert automatically.
  • NEVER use orthographic Camera3D as "2D mode" — WHY: You still pay 3D transform/lighting costs and miss CanvasItem batching. Use Camera2D + 2D nodes (ortho_simulation.gd only for simulated height).
  • NEVER assume automatic performance gain — Poorly optimized 2D (too many draw calls, large sprite sheets) can be slower than optimized 3D.
  • NEVER forget to adjust gravity — 3D gravity is Vector3(0, -9.8, 0). 2D gravity is float (980 pixels/s²). Scale appropriately.
  • NEVER treat ground and air hits as the same Area2D overlap — In 2.5D, a ground slash must not hit jumping targets. WHY: 2D physics has no Z. Use hitbox_depth_manager.gd height AABB checks.
  • NEVER fight Y-sort with per-sprite z_index spam — WHY: Ownership of sort order belongs on the Y-sorted parent. Use depth_sorting_y_sort.gd; manual z_index drifts every frame.

Available Scripts

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

Strategy router (MANDATORY / Do NOT Load)

StrategyLoadDo NOT Load
True 2D (drop Z)jump_z_axis_sim.gd only if platformer height remains; else CharacterBody2D patternsortho_simulation.gd, iso math, fake shadows
2.5D / fake depthMANDATORY ortho_simulation.gd + jump_z_axis_sim.gd + hitbox_depth_manager.gd + depth_sorting_y_sort.gd (+ parallax_depth_camera.gd / fake_3d_shadows.gd)Manual z_index = int(y) spam; ortho Camera3D as 2D
Isometric stayMANDATORY isometric_math_core.gd + depth_sorting_y_sort.gdCartesian-only velocity samples; Camera3D ortho fake
Bake 3D→spritesMANDATORY model_to_sprite_bake.gd (+ billboard_sprite_manager.gd for Doom-style)Blender bake recipes in body
Node/physics convert onlyDecision tree + gravity/collision notes belowStrategy code samples; Dimensional Patcher regex without review

ortho_simulation.gd

Simulates 3D Z-axis height in 2D top-down games. Handles vertical velocity, gravity, sprite offset, and shadow scaling.

projection_utils.gd

Projects 3D world positions to 2D screen space for nameplates, healthbars, and targeting. Handles behind-camera detection and distance-based scaling.

isometric_math_core.gd

Expert utility generating translating between 2D Cartesian and True Isometric screenspace projection matrices without using 2D Node transforms.

depth_sorting_y_sort.gd

Expert dynamic Z-index Y-Sort script for fake 3D sorting isolated trees matching CanvasItem _update_sorting().

jump_z_axis_sim.gd

Complete CharacterBody2D snippet separating structural physical ground movement (X,Y) from a mathematically simulated jumping height (Z) in a topdown game.

parallax_depth_camera.gd

Fake Depth Camera applying varying offset algorithms to completely disparate CanvasLayers based on an index to simulate 3D camera translation panning.

hitbox_depth_manager.gd

Area2D derived class that requires explicit custom Z-height overlap (1D AABB collision) prior to validating 2D triggers to stop incorrect "ground vs air" collision in 2.5D.

fake_3d_shadows.gd

Sprite2D shadow simulator exploiting Godot 4.x Transform2D matrix skew shear to project and angle shadows away from a simulated 3D sun direction on a 2D floor.

billboard_sprite_manager.gd

8-directional FPS Doom-style sprite controller isolating the simulated 3D relative angle between a moving 2D CharacterBody and a Camera2D viewpoint.

nav_region_flattening.gd

Topdown 2D pathfinding workaround allowing "aerial" units to cross walls by leveraging multiple tiered 2D Navigation Layers instead of proper 3D verticality.

ortho_to_perspective_fx.gd

Screen space CanvasItem warp Shader simulating a Mode 7 / tabletop perspective pitch. Maps top screen coordinates via division pinching.

2d_lighting_normals.gd

Automatic programmatic generation of CanvasTexture combining base albedo and baked normal maps at runtime so Sprites correctly react to 2D PointLIGHTs like 3D geometry.

model_to_sprite_bake.gd

MANDATORY for automated 3D→sprite angle baking via SubViewport. Keep body as strategy router.

grid_nav_bridge.gd

Flatten 3D nav intent onto AStarGrid2D for grid-based 2D ports (XZ → cell indices).


Dimension Reduction Strategies

Pick one row from the strategy router above — do not paste conversion tutorials in-scene.

StrategyIntentScripts
True 2DDrop Z; Vector2 velocity; Camera2DPeer godot-characterbody-2d / godot-camera-systems
2.5D / fake depthSimulated height + Y-sort ownership + ground-vs-air hitboxesortho_simulation.gd, jump_z_axis_sim.gd, hitbox_depth_manager.gd, depth_sorting_y_sort.gd
Isometric stay2D physics + iso projectionMANDATORY isometric_math_core.gd

Gravity scale: 3D 9.8 m/s² → 2D ~980 px/s² when 1 m ≈ 100 px. Collisions: CapsuleShape3D → CapsuleShape2D (see Physics Adjustments). Camera: Camera3D/SpringArm → Camera2D — NEVER ortho Camera3D as “2D mode”.


Art Pipeline: 3D Models → Sprites

MANDATORY when baking multi-angle sprites from GLB/scenes: model_to_sprite_bake.gd (@tool SubViewport baker). Manual Blender export stays outside this skill. Strategy choice stays in the decision tree below — do not re-inline bake recipes in the body.


Physics Adjustments

Gravity Scaling

gdscript
# 3D gravity (m/s²): 9.8
# 2D gravity (pixels/s²): Scale to pixel units

# If 1 meter = 100 pixels:
const GRAVITY_2D = 9.8 * 100  # = 980 pixels/s²

# Adjust jump velocity proportionally:
# 3D jump: 4.5 m/s
# 2D jump: -450 pixels/s

Collision Simplification

gdscript
# 3D: CapsuleShape3D (16 segments, expensive)
var shape_3d := CapsuleShape3D.new()
shape_3d.radius = 0.5
shape_3d.height = 2.0

# 2D: CapsuleShape2D (much simpler)
var shape_2d := CapsuleShape2D.new()
shape_2d.radius = 16  # pixels
shape_2d.height = 64

Control Simplification

3D Free Movement → 2D Restricted

gdscript
# 3D: Full 3D movement with camera-relative controls
var input_3d := Input.get_vector("left", "right", "forward", "back")
var camera_basis := camera.global_transform.basis
var direction := (camera_basis * Vector3(input_3d.x, 0, input_3d.y)).normalized()

# 2D: Simple 4-direction (or 8-direction with diagonals)
var input_2d := Input.get_vector("left", "right", "up", "down")
velocity = input_2d.normalized() * SPEED

Performance Gains

Optimization Techniques

gdscript
# 1. Use TileMapLayer instead of individual Sprite2D nodes
var tilemap := TileMapLayer.new()
tilemap.tile_set = load("res://tileset.tres")

# 2. Batch sprite rendering
# Use single large sprite sheet instead of individual textures

# 3. Reduce particle count
var godot-particles := GPUParticles2D.new()
godot-particles.amount = 50  # Down from 200 in 3D

UI Adaptation

gdscript
# Most 3D games already use 2D UI (CanvasLayer)
# No changes needed!

# Just verify UI scaling for new aspect ratios
get_viewport().size_changed.connect(_on_viewport_resized)

func _on_viewport_resized() -> void:
    var viewport_size := get_viewport().get_visible_rect().size
    # Adjust UI anchors/margins

Edge Cases

Depth Sorting

NEVER drive sort with per-sprite z_index = int(global_position.y) — that contradicts Y-sort ownership. MANDATORY depth_sorting_y_sort.gd: enable y_sort_enabled on the parent and keep children at default relative z.

Lost Spatial Audio

gdscript
# 3D spatial audio (AudioStreamPlayer3D) → 2D panning (AudioStreamPlayer2D)

var audio_2d := AudioStreamPlayer2D.new()
audio_2d.stream = load("res://sounds/footstep.ogg")
audio_2d.max_distance = 1000.0  # 2D range
audio_2d.attenuation = 2.0
add_child(audio_2d)

Decision Tree: When to Simplify to 2D

FactorKeep 3DGo 2D
Target platformDesktop, consoleMobile, web
Art styleRealistic, immersiveStylized, retro
GameplayRequires 3D spaceWorks in 2D plane
PerformanceHave GPU budgetNeed 60 FPS on low-end
Team skills3D artists2D artists or pixel art

Expert Techniques & Optimizations

1. Flattened Navigation (3D Navmesh to 2D Grid)

While Godot treats 2D and 3D navigation as separate systems, you can project 3D pathfinding logic onto a 2D grid using AStarGrid2D. This is highly optimized for 2D grid-based movement and avoids the overhead of a full 3D navmesh.

gdscript
class_name GridNavBridge extends Node

var astar_grid: AStarGrid2D

func _ready() -> void:
    astar_grid = AStarGrid2D.new()
    astar_grid.region = Rect2i(0, 0, 100, 100)
    astar_grid.cell_size = Vector2(16, 16)
    astar_grid.update()

## Converts a 3D target position to a 2D grid path.
func get_grid_path_from_3d(start_3d: Vector3, end_3d: Vector3) -> PackedVector2Array:
    var start_map := Vector2i(start_3d.x / 16, start_3d.z / 16)
    var end_map := Vector2i(end_3d.x / 16, end_3d.z / 16)
    
    return astar_grid.get_point_path(start_map, end_map)

2. Auto-LOD for 2D (Performance Optimization)

Automatic LOD is natively a 3D feature, but you can simulate it in 2D using VisibleOnScreenEnabler2D. This node automatically toggles the process_mode of target nodes (like high-res sprites or complex AI) when they leave the screen, preserving CPU cycles and GPU fill rate.

gdscript
# Attach to a complex 2D entity
func setup_2d_lod(target_node: Node2D) -> void:
    var enabler := VisibleOnScreenEnabler2D.new()
    # Define the 'high-detail' rect
    enabler.rect = Rect2(-64, -64, 128, 128) 
    enabler.enable_node_path = target_node.get_path()
    add_child(enabler)

3. Dimensional Patcher (CharacterBody3D to 2D Regex)

To automate the down-porting of 3D controllers, use a RegEx script to map Vector3 to Vector2 and replace 3D-specific properties. This is essential for massive porting tasks where manual conversion of movement logic is prone to error.

gdscript
@tool
extends EditorScript

func _run() -> void:
    var regex = RegEx.new()
    # Pattern to find Vector3 constructors and replace with Vector2
    regex.compile("Vector3\\(([^,]+),\\s*([^,]+),\\s*([^)]+)\\)")
    
    var script_content = "velocity = Vector3(input.x, 0.0, input.y) * speed"
    var result = regex.sub(script_content, "Vector2($1, $3)", true)
    
    # Output: "velocity = Vector2(input.x, input.y) * speed"
    print(result)

Deep recipes (on demand)

TopicReference / script
True 2D / bake / camera conversiondimension-reduction.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Introduction to 2D — Establishes the CanvasItem/Camera2D pipeline you must switch into when leaving Node3D rendering for real 2D performance.
  • Using CharacterBody2D — Canonical move_and_slide / floor / jump patterns after CharacterBody3DCharacterBody2D conversion.
  • Physics introduction — Units, layers/masks, and why 3D gravity/Vector3 assumptions break when gravity becomes a 2D scalar.
  • 2D transformsTransform2D basis/skew math used for isometric placement and fake projected shadows.
  • 2D parallax — Layer scroll scales that replace Z-depth when gameplay collapses to a plane.
  • Canvas layers — Stacking CanvasLayers for fake-depth cameras without keeping an orthographic Camera3D.
  • 2D lights and shadows — Normal-mapped CanvasTexture / Light2D path that restores 3D-looking lighting on sprites.
  • Navigation introduction (2D) — 2D nav regions/layers for flattening vertical 3D pathing into tiered 2D agents.
  • Using ViewportsSubViewport capture of 3D models into Sprite2D textures (runtime or bake pipeline).
  • Camera2D — Zoom, limits, and follow API that should replace “ortho Camera3D as 2D mode.”
  • CanvasItemy_sort_enabled / z_index / z_as_relative for depth sorting after losing true Z.
  • General optimization — Reminds that 2D only wins if draw calls, overdraw, and process cost are actually reduced.

Related Skills

Prerequisites
  • godot-characterbody-2d — Destination movement API for top-down/platformer ports once Z is simulated or removed.
  • godot-2d-physicsCapsuleShape2D/Area2D collision simplification and layer masks after dropping 3D shapes.
  • godot-camera-systemsCamera2D follow/limits/zoom so ports do not keep a fake ortho Camera3D.
  • godot-gdscript-mastery — Typed Vector2/Transform2D math and tooling scripts used throughout dimension-reduction helpers.
Complements
  • godot-2d-animation — Sprite-sheet / AnimatedSprite2D pipeline after baking 3D models to directional frames.
  • godot-shaders-basics — CanvasItem shaders for Mode-7 / perspective pitch and other screen-space depth fakes.
  • godot-tilemap-masteryTileMapLayer batching that often replaces individual 3D mesh instances in the 2D port.
  • godot-navigation-pathfinding — Deeper 2D navmesh/AStarGrid2D patterns when flattening aerial/vertical routes.
  • godot-audio-systemsAudioStreamPlayer3DAudioStreamPlayer2D panning/attenuation after spatial audio is lost.
  • godot-adapt-2d-to-3d — Inverse adaptation lattice when deciding which axis of the port to keep or reverse.
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting 2D/3D concern.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Adapt 3d To 2d AI skill do?

Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.

Why use Godot Adapt 3d To 2d on TypingMind?

Because you install it once and use it with any model. Godot Adapt 3d To 2d is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Adapt 3d To 2d in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-3d-to-2d. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Adapt 3d To 2d?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Adapt 3d To 2d?

As many as you like. As long as a model supports skills, you can use Godot Adapt 3d To 2d with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Adapt 3d To 2d AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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