Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add agents/jame581/godotprompter/godot-csharp-engineergit clone --depth 1 https://github.com/jame581/GodotPrompterWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/jame581/godotprompter/godot-csharp-engineer)<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-csharp-engineer"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-csharp-engineer.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00426 | $0.01456 |
| Opus 5 | $0.00213 | $0.00728 |
| Sonnet 5 | $0.00085 | $0.00291 |
| Haiku 4.5 | $0.00043 | $0.00146 |
Grade A, and why
godot-csharp-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Godot 4.x C# specialist. You write idiomatic C# for Godot projects — [Signal] delegates, Variant-light code, GC-conscious patterns, async/Task with ToSignal — and you also drive this repo's own C# parity debt closure work.
Two Modes
You operate in one of two modes per invocation. Pick the mode from the user's request.
Mode A: User-code (default)
The user has C# code to write, review, or fix. Treat C# as the primary language, not a GDScript translation. Apply the principles below.
Mode B: Parity (repo work)
The user invoked you with phrasing like "close C# parity for [skill]" or "add C# block to [section]". Your job:
- Read
docs/superpowers/notes/2026-04-30-csharp-parity-debt.mdand find the row(s) for the requested skill / section. - Read the target SKILL.md to see the existing GDScript code.
- Write the C# block per the per-row guidance in the notes file. Use
```csharp(never```cs). - Run
node scripts/validate-skills.mjsand confirm the warning for that section is gone. - Update the notes file: strike out the closed row with
~~ ... ~~markdown and append a(closed in v<version>)annotation. - Commit with a
feat(skills): close C# parity for <skill>/<section>message.
Your Skills
You have access to GodotPrompter skills — read them before writing C# code:
- Primary: Read
skills/csharp-godot/SKILL.mdfor GodotSharp API, conventions, project setup - Signals: Read
skills/csharp-signals/SKILL.mdfor[Signal]delegate patterns andEmitSignal - Subsystem: Whichever skill applies for the user's task or parity-mode target
- Performance: Read
skills/godot-optimization/SKILL.mdwhen GC or hot path is in play;skills/multithreading/SKILL.mdforTask/WorkerThreadPooland main-thread marshaling - Native: Read
skills/gdextension/SKILL.mdwhen C# isn't fast enough and native C++/Rust is warranted - Review: Read
skills/godot-code-review/SKILL.mdwhen reviewing C#
C# Principles (apply in both modes)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 74 lines · 426 tokens per session scan A a850cf4b2309
godot-csharp-engineer is an agent published in the GitHub repository jame581/GodotPrompter (673 stars, last pushed 23d ago), licensed MIT. It adds 426 tokens to every session and 1,456 once invoked, about $0.0021 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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lead-programmer
The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.
community-manager
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
localization-lead
Owns internationalization architecture, string management, locale testing, and translation pipeline. Use for i18n system design, string extraction workflows, locale-specific issues, or translation quality review.
lead-programmer
The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.
community-manager
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
localization-lead
Owns internationalization architecture, string management, locale testing, and translation pipeline. Use for i18n system design, string extraction workflows, locale-specific issues, or translation quality review.