Godot Adapt Desktop To Mobile logo

Godot Adapt Desktop To Mobile

Community
thedivergentai
godot-adapt-desktop-to-mobile

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-adapt-desktop-to-mobile
Stars
727
Forks
43
Bundled files
15
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.

  • 15 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 Desktop To Mobile 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-desktop-to-mobile .claude/skills/godot-adapt-desktop-to-mobile
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Adapt Desktop To Mobile 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 Desktop To Mobile 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 Desktop To Mobile 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.

Adapt: Desktop to Mobile

Expert guidance for porting desktop games to mobile platforms.

NEVER Do

  • NEVER use mouse position directly — Touch has no "hover" state. Replace mouse_motion with screen_drag and check InputEventScreenTouch.pressed.
  • NEVER keep small UI elements — Apple HIG requires 44pt minimum touch targets. Android Material: 48dp. Scale up buttons 2-3x.
  • NEVER forget finger occlusion — User's finger blocks 50-100px radius. Position critical info ABOVE touch controls, not below.
  • NEVER run at full performance when backgrounded — Mobile OSs kill apps that drain battery in background. Pause physics, reduce FPS to 1-5 when app loses focus.
  • NEVER use desktop-only features — Mouse hover, right-click, keyboard shortcuts, scroll wheel don't exist on mobile. Provide touch alternatives.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern. Do not paste joystick/gesture/UI tutorials inline.

dynamic_joystick_spawner.gd

MANDATORY for move sticks — Joystick appears where the user touches the left half (prefer over fixed-position recipes).

virtual_joystick.gd

Fixed-base stick Control — use when UI art requires a static well; otherwise prefer dynamic_joystick_spawner.

gesture_combo_system.gd

MANDATORY for swipe/pinch — Duration/distance/multi-touch ratio → signals.

mobile_ui_adapter.gd

MANDATORY for Control remaps — Scales/reanchors desktop HUD for thumb reach + density.

resolution_scaler.gd

Adaptive scaling_3d_scale to hold 60FPS while keeping 2D UI sharp.

battery_saver_mode.gd

MANDATORYNOTIFICATION_APPLICATION_PAUSEDEngine.max_fps = 1 + pause physics.

ui_safe_area_margins.gd

DisplayServer.get_display_safe_area() padding for notches / hole-punch.

touch_camera_pan_zoom.gd

1-finger pan + 2-finger pinch Camera2D.

haptic_feedback_manager.gd

Input.vibrate_handheld + iOS plugin hook pattern.

mobile_shader_fallback.gd

Strip SSS/clearcoat/heavy shading on weak mobile renderers.

on_screen_keyboard_handler.gd

Virtual keyboard occlusion → tween UI up. Use for LineEdit/TextEdit focus — not a substitute for HUD scaling.

mobile_ui_adapter.gd vs on_screen_keyboard_handler

NeedScript
Scale/reanchor HUD, spawn virtual sticks, thumb-reach densitymobile_ui_adapter
OS virtual keyboard covers focused text fieldon_screen_keyboard_handler (often both: adapter for layout, OSK handler for text fields)

offline_save_sync.gd

MANDATORY — Persist on App Pause (WM_CLOSE is unreliable on mobile kill).


Touch Control Schemes

Decision Matrix

GenreRecommended ControlScript
PlatformerVirtual joystick (left) + jump button (right)dynamic_joystick_spawner / virtual_joystick
Top-down shooterDual-stick (move left, aim right)dynamic_joystick_spawner ×2
Turn-basedDirect tap on units/tilesgesture_combo_system (tap)
PuzzleTap, swipe, pinchgesture_combo_system
Card gameDrag-and-dropmobile_ui_adapter + drag Controls
RacingTilt or tap left/rightplatform-mobile / Input sensors

Port Procedure (ordered)

  1. MANDATORY mobile-port-checklist.md — confirm pre-port inventory and gate rows before remapping controls.
  2. Replace hover/right-click/scroll with touch equivalents (decision matrix).
  3. MANDATORY safe-area + mobile_ui_adapter for 44–48dp targets; keep critical HUD above fingers.
  4. Hook battery_saver_mode + offline_save_sync on pause/resume.
  5. Enable resolution_scaler + mobile_shader_fallback until device FPS is stable.
  6. Deep Android/iOS IAP/permissions → godot-platform-mobile (Do NOT Load full platform skill until control/UI/perf gates pass).

Edge Cases (checklist)

  • Multi-touch index conflicts on dual sticks — track event.index per stick
  • OSK covering LineEdit → on_screen_keyboard_handler.gd
  • Background kill without save → offline_save_sync.gd (WM_CLOSE unreliable on mobile)
  • Notch clipping → ui_safe_area_margins.gd
  • Palm touches screen edge — ignore ~50px border taps
  • Desktop test builds: handle both InputEventMouseButton and InputEventScreenTouch

Device testing (before ship)

Full port recipes → mobile-port-deep.md.

Deep Recipes

MANDATORY when porting beyond the decision matrix: read mobile-port-deep.md. Do NOT Load it for a first-pass control remap.

Expert Techniques (short)

  • Capture store screenshots via await RenderingServer.frame_post_draw + viewport image.
  • Debug overlay: OS.get_memory_info() — do not spam heavy allocs while monitoring.

Reference

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

Official Documentation

  • Using InputEvent — Event pipeline and why InputEventScreenTouch / InputEventScreenDrag replace hover/mouse-motion assumptions on mobile.
  • Mouse and input coordinates — Viewport vs canvas transforms so touch positions land on the same UI/game space as desktop mouse tests.
  • Input examples — Practical multi-touch and drag patterns that map to virtual joysticks, swipes, and pinch gestures.
  • Multiple resolutions — Stretch modes, aspect, and content scale so phone/tablet layouts keep touch targets readable.
  • Resolution scalingscaling_3d_scale / FSR tradeoffs used by adaptive quality when mobile GPUs miss frame budget.
  • Introduction to the 3 rendering methods — Why ports should prefer Mobile or Compatibility over Forward+ for fill-rate and feature set.
  • Handling quit requestsNOTIFICATION_APPLICATION_PAUSED / resume lifecycle that mobile OSes use instead of reliable window-close saves.
  • DisplayServerget_display_safe_area(), virtual keyboard APIs, and screen metrics behind notches and OSK occlusion.
  • Using Containers — Margin/Box/Grid container contracts for safe-area padding and large touch targets.
  • TouchScreenButton — Built-in on-screen buttons that emit Input actions without custom hit-testing.
  • Exporting for Android — Permissions, APK/AAB, and device testing gates after the control/UI port is ready.
  • Exporting for iOS — Xcode export, capabilities, and App Store constraints that catch desktop leftovers late.

Related Skills

Prerequisites
  • godot-input-handling — Shared InputEvent buffering, deadzones, and multi-touch gesture foundations before building virtual joysticks or swipe combos.
  • godot-ui-containers — Anchors, containers, and minimum sizes so 44–48px touch targets and safe-area margins stay layout-correct.
  • godot-project-foundations — Feature tags (mobile/android/ios), display stretch, and renderer defaults that every port branch depends on.
Complements
  • godot-platform-mobile — Deeper Android/iOS platform APIs (permissions, IAP, thermal) once the desktop→touch control remap is in place.
  • godot-performance-optimization — Profiling and CPU/GPU cuts when adaptive scaling_3d_scale and material fallbacks are not enough.
  • godot-save-load-systems — Durable save ownership that hooks pause/resume instead of desktop-only quit notifications.
  • godot-camera-systems — Camera2D/3D follow and zoom contracts used by one-finger pan + two-finger pinch controllers.
  • godot-shaders-basics — Cheaper CanvasItem/Spatial shader paths when stripping desktop-only visual features for mobile GPUs.
  • godot-3d-materials — StandardMaterial3D feature flags (SSS, clearcoat) that mobile_shader_fallback disables on weak renderers.
  • godot-tweening — Smooth UI lifts when the OS virtual keyboard covers LineEdits/TextEdits.
  • godot-autoload-architecture — Singleton homes for haptic feedback, battery saver, and offline save sync managers.
Downstream / consumers
  • godot-export-builds — Packaging, signing, and CI export presets after touch/UI/perf gates pass on devices.
  • godot-platform-desktop — Keep desktop mouse/keyboard paths working when the same project remains dual-input after the mobile adapt.
  • godot-genre-puzzle — Tap/swipe/pinch control schemes that consume the gesture and UI scaling patterns from this skill.
Master
  • godot-master — Library router and mirrored module entry for discovering this adapt skill beside sibling domains.

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 Desktop To Mobile AI skill do?

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.

Why use Godot Adapt Desktop To Mobile on TypingMind?

Because you install it once and use it with any model. Godot Adapt Desktop To Mobile 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 Desktop To Mobile in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-adapt-desktop-to-mobile. 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 Desktop To Mobile?

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 Desktop To Mobile?

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

Is the Godot Adapt Desktop To Mobile 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇