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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.

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Available across projects.

$npx skills-installer add @thedivergentai/gd-agentic-skills/godot-platform-mobile --client shared
Project

Writes to .agents/skills.

$npx skills-installer add @thedivergentai/gd-agentic-skills/godot-platform-mobile -p --client shared
Note: Review the skill instructions before using it.

SKILL.md

name godot-platform-mobile
description 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.

Platform: Mobile

Touch-first input, safe area handling, and battery optimization define mobile development.

NEVER Do (Expert Mobile Rules)

Input & Display

  • NEVER use mouse events for touch interaction — Relying on InputEventMouseButton on mobile is unreliable. Always use InputEventScreenTouch and InputEventScreenDrag for high-fidelity multi-touch support.
  • NEVER ignore display safe areas (notches/cutouts) — UI placed behind a camera notch is unusable. Query DisplayServer.get_display_safe_area() and offset critical UI accordingly.
  • NEVER assume fixed orientation — Locking a landscape game without handling the size_changed signal leads to broken layouts on foldable devices or tablet orientation shifts.

Battery & Performance

  • NEVER maintain high framerate when backgrounded — Keeping an app at 60 FPS in the background drains battery. Use NOTIFICATION_APPLICATION_PAUSED to drop Engine.max_fps to 1.
  • NEVER use the Forward+ renderer for mobile — Most mobile GPUs are not optimized for Forward+. Use the dedicated Mobile or Compatibility renderers for optimal fill-rate.
  • NEVER leave 'ETC2/ASTC' texture compression disabled — Uncompressed desktop textures will crash mobile devices due to VRAM exhaustion.

Permissions & OS Integration

  • NEVER assume Android permissions are automatically granted — You MUST explicitly call OS.request_permission() and verify with OS.get_granted_permissions().
  • NEVER call handheld vibration without permission — On Android, vibration calls are ignored unless the VIBRATE permission is enabled in the export preset.
  • NEVER block the main thread for I/O — Large file saves on mobile can trigger ANR (Application Not Responding) errors. Use background threads.

Godot 4.7: Mobile

  • Built-in virtual joystick — native touch joystick without plugins for mobile builds.
  • HDR output on iOS and supported Android devices — test tonemapping on HDR panels.

Available Scripts

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

mobile_gesture_recognizer.gd

Expert multi-touch logic for pinch-to-zoom and two-finger rotation.

adaptive_safe_area_inset.gd

Dynamic safe-area (notch) handling using DisplayServer insets.

thermal_throttle_monitor.gd

Battery and heat management via NOTIFICATION_APPLICATION_PAUSED.

mobile_iap_flow_boilerplate.gd

Unified boilerplate for Android/iOS In-App Purchases (IAP).

haptic_pattern_generator.gd

Advanced vibration patterns for mobile haptic feedback.

android_runtime_permissions.gd

Expert Android permission requesting and verification logic.

mobile_sensor_fusion.gd

Stable motion controls using Accelerometer and Gravity fusion.

orientation_layout_adaptor.gd

Adaptive UI swapping for Landscape/Portrait transitions.

mobile_vram_optimizer.gd

VRAM monitoring and texture compression enforcement rules.

native_share_invoker.gd

OS-level native share sheet integration for social features.


# Replace mouse/keyboard with touch
func _input(event: InputEvent) -> void:
    if event is InputEventScreenTouch:
        if event.pressed:
            on_touch_start(event.position)
        else:
            on_touch_end(event.position)
    
    elif event is InputEventScreenDrag:
        on_touch_drag(event.position, event.relative)

Virtual Joystick

# virtual_joystick.gd
extends Control

signal joystick_moved(direction: Vector2)

var is_pressed := false
var center: Vector2
var touch_index := -1

func _gui_input(event: InputEvent) -> void:
    if event is InputEventScreenTouch:
        if event.pressed:
            is_pressed = true
            center = event.position
            touch_index = event.index
        elif event.index == touch_index:
            is_pressed = false
            joystick_moved.emit(Vector2.ZERO)
    
    elif event is InputEventScreenDrag and event.index == touch_index:
        var direction := (event.position - center).normalized()
        joystick_moved.emit(direction)

Responsive UI

# Adapt to screen size
func _ready() -> void:
    get_viewport().size_changed.connect(_on_viewport_resized)
    _on_viewport_resized()

func _on_viewport_resized() -> void:
    var viewport_size := get_viewport().get_visible_rect().size
    var aspect := viewport_size.x / viewport_size.y
    
    if aspect < 1.5:  # Tall screen
        $UI.layout_mode = VBoxContainer.LAYOUT_MODE_VERTICAL
    else:  # Wide screen
        $UI.layout_mode = HBoxContainer.LAYOUT_MODE_HORIZONTAL

Battery Optimization

# Lower frame rate when inactive
func _notification(what: int) -> void:
    match what:
        NOTIFICATION_APPLICATION_FOCUS_OUT:
            Engine.max_fps = 30
        NOTIFICATION_APPLICATION_FOCUS_IN:
            Engine.max_fps = 60

Safe Areas (Notches)

func apply_safe_area() -> void:
    var safe_area := DisplayServer.get_display_safe_area()
    
    # Adjust UI margins
    $UI.offset_top = safe_area.position.y
    $UI.offset_left = safe_area.position.x

Performance Settings

# project.godot mobile settings
[rendering]
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true

[display]
window/handheld/orientation="landscape"

App Store Metadata

  • Icons: 512x512 (Android), 1024x1024 (iOS)
  • Screenshots: Multiple resolutions
  • Privacy policy required
  • Age rating

Best Practices

  1. Touch-First - Design for fingers, not mouse
  2. Performance - Target 60 FPS on mid-range
  3. Battery - Reduce FPS when backgrounded
  4. Permissions - Request only what you need

1. Android-Back-Button Handler (Navigation-Stack Popping)

Intercept the Android hardware Back button to pop a UI navigation stack. Disable SceneTree.quit_on_go_back and listen for NOTIFICATION_WM_GO_BACK_REQUEST in a global manager.

class_name MobileNavigationManager extends Node
## Autoload: Intercepts the Android Back button to pop UI screens.

var _ui_stack: Array[Control] = []

func _ready() -> void:
    # Stop the app from quitting immediately
    get_tree().set_quit_on_go_back(false)

func _notification(what: int) -> void:
    if what == NOTIFICATION_WM_GO_BACK_REQUEST:
        if _ui_stack.size() > 0:
            var screen := _ui_stack.pop_back()
            screen.hide()
        else:
            get_tree().quit()

2. Vibration-Intensity Haptic Profiles

Create nuanced haptic profiles by defining specific amplitudes and durations. For Android, ensure the VIBRATE permission is enabled in the export preset.

class_name MobileHaptics extends Node
## Executes predefined haptic feedback profiles.

func play_light_haptic() -> void:
    # 30ms duration, 20% strength
    Input.vibrate_handheld(30, 0.2)

func play_heavy_haptic() -> void:
    # 400ms duration, 100% strength
    Input.vibrate_handheld(400, 1.0)

3. Mobile-Shader-Precompiler (Prevent Frame-Hitches)

To avoid shader compilation stutter, force the GPU to compile pipelines during a loading screen. For Forward+/Mobile renderers, instance hidden effects. For Compatibility, force-draw them in the camera frustum for one frame.

class_name MobileShaderPrecompiler extends Node3D
## Forces RenderingServer to compile pipelines during loading.

@export var effects_to_precompile: Array[PackedScene] = []

func _ready() -> void:
    for scene in effects_to_precompile:
        var instance := scene.instantiate() as Node3D
        add_child(instance)
        # Hidden nodes trigger compilation in Forward+/Mobile
        instance.hide() 
        
    # Compatibility renderer needs one visible frame in frustum
    if ProjectSettings.get_setting("rendering/renderer/rendering_method") == "gl_compatibility":
        for child in get_children():
            child.show()
            child.position = Vector3(0, 0, -2) # In front of camera
        await get_tree().process_frame
        for child in get_children(): child.queue_free()

Reference

  • Related: godot-export-builds, godot-ui-containers

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