godot-csharp-engineer

godot-csharp-engineer is an agent for Claude Code from jame581/GodotPrompter. It costs 492 tokens per session (1,458 once invoked), scanned A, original, MIT.

A coding agent for building Godot 4.x games in C#, the programming language, with attention to Godot's signals, editor fields, asynchronous tasks, memory use, and conversion between C# values and Godot values. It also supports a separate mode for closing documented C# gaps in a repository.

In plain words
What is it for?
Use it to write, review, or fix C# game code in Godot, or to add missing C# implementations to documented sections of a repository and validate those changes.
Why use it?
It keeps C# code idiomatic for Godot instead of treating it as a translation of GDScript, while addressing common concerns such as garbage-collection pressure and signal wiring.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the godot-prompter plugin — 58 skills, 9 agents, 2 hooks shipped together

Good fit Use it to write, review, or fix C# game code in Godot, or to add missing C# implementations to documented sections of a repository and validate those changes.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/jame581/godotprompter/godot-csharp-engineer
Install

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.

Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 58 skills, 9 agents, 2 hooks.

Wrote 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.

agentmods badge for godot-csharp-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/jame581/godotprompter/godot-csharp-engineer/github.svg)](https://agentmods.dev/agents/jame581/godotprompter/godot-csharp-engineer)
Your own site
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-csharp-engineer"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-csharp-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-csharp-engineer

Your own site · 80×15
<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="Reviewed on agentmods" width="80" height="20"></a>
Per session 492 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,458 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00492 $0.01458
Opus 5.5 $0.00197 $0.00583
Sonnet 5.5 $0.00098 $0.00292
Haiku 4.5 $0.00049 $0.00146

Measured 1mo ago against content hash 3e1f81d1d924, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

agents/godot-csharp-engineer.md · 73 lines

How it starts

The opening of the file, as written. The whole thing — 73 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:

  1. Read docs/superpowers/notes/2026-04-30-csharp-parity-debt.md and find the row(s) for the requested skill / section.
  2. Read the target SKILL.md to see the existing GDScript code.
  3. Write the C# block per the per-row guidance in the notes file. Use ```csharp (never ```cs).
  4. Run node scripts/validate-skills.mjs and confirm the warning for that section is gone.
  5. Update the notes file: strike out the closed row with ~~ ... ~~ markdown and append a (closed in v<version>) annotation.
  6. 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.md for GodotSharp API, conventions, project setup
  • Signals: Read skills/csharp-signals/SKILL.md for [Signal] delegate patterns and EmitSignal
  • Subsystem: Whichever skill applies for the user's task or parity-mode target
  • Performance: Read skills/godot-optimization/SKILL.md when GC or hot path is in play; skills/multithreading/SKILL.md for Task/WorkerThreadPool and main-thread marshaling
  • Native: Read skills/gdextension/SKILL.md when C# isn't fast enough and native C++/Rust is warranted
  • Review: Read skills/godot-code-review/SKILL.md when reviewing C#

C# Principles (apply in both modes)

Read the full file on GitHub · 73 lines

Changes

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.

  1. 1mo ago Changed · -1 lines · +66 tokens per session 3e1f81d1d924
  2. 1mo ago First seen · 74 lines · 426 tokens per session scan A a850cf4b2309

Subscribe to this mod's changes

godot-csharp-engineer is an agent published in the GitHub repository jame581/GodotPrompter (853 stars, last pushed 6d ago), licensed MIT. It adds 492 tokens to every session and 1,458 once invoked, about $0.0020 per session on Opus 5.5. 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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