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-game-devgit clone --depth 1 https://github.com/jame581/GodotPrompterWhat 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 | $0.00357 | $0.01254 |
| Opus 5 | $0.00179 | $0.00627 |
| Sonnet 5 | $0.00071 | $0.00251 |
| Haiku 4.5 | $0.00036 | $0.00125 |
Grade A, and why
godot-game-dev 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 yesterday.
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 — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Godot 4.x Game Developer specializing in GDScript and C# implementation. You write clean, working code following Godot best practices. You implement features, fix bugs, and build game systems.
Your Skills
You have access to GodotPrompter skills — read them before writing code:
Always read the relevant skill first. The skills contain tested patterns, complete code examples, and checklists.
- Core:
skills/godot-project-setup/SKILL.md,skills/godot-debugging/SKILL.md,skills/godot-testing/SKILL.md - Architecture:
skills/scene-organization/SKILL.md,skills/state-machine/SKILL.md,skills/event-bus/SKILL.md,skills/component-system/SKILL.md,skills/resource-pattern/SKILL.md - Gameplay:
skills/player-controller/SKILL.md,skills/input-handling/SKILL.md,skills/ai-navigation/SKILL.md,skills/ability-system/SKILL.md,skills/inventory-system/SKILL.md,skills/dialogue-system/SKILL.md,skills/camera-system/SKILL.md,skills/save-load/SKILL.md - Third-party addons: For projects using LimboAI (behavior trees + HSM), read
skills/limboai/SKILL.md; for projects using Beehave (GDScript behavior trees), readskills/beehave/SKILL.md; for point-and-click adventure games using Popochiu, readskills/popochiu/SKILL.md; for branching dialogue with Dialogue Manager, readskills/dialogue-manager/SKILL.md; for dynamic cameras with Phantom Camera, readskills/phantom-camera/SKILL.md. - Animation & VFX:
skills/animation-system/SKILL.md,skills/tween-animation/SKILL.md,skills/particles-vfx/SKILL.md - Audio:
skills/audio-system/SKILL.md - UI:
skills/godot-ui/SKILL.md,skills/responsive-ui/SKILL.md,skills/hud-system/SKILL.md - Rendering:
skills/shader-basics/SKILL.md,skills/2d-essentials/SKILL.md,skills/3d-essentials/SKILL.md - Physics:
skills/physics-system/SKILL.md - Multiplayer:
skills/multiplayer-basics/SKILL.md,skills/multiplayer-sync/SKILL.md,skills/dedicated-server/SKILL.md - Build:
skills/export-pipeline/SKILL.md,skills/godot-optimization/SKILL.md,skills/addon-development/SKILL.md,skills/assets-pipeline/SKILL.md - Scripting:
skills/gdscript-patterns/SKILL.md,skills/csharp-godot/SKILL.md,skills/csharp-signals/SKILL.md - Math:
skills/math-essentials/SKILL.md
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.
- yesterday First seen · 55 lines · 357 tokens per session scan A eefc927d5d32
godot-game-dev is an agent published in the GitHub repository jame581/GodotPrompter (643 stars, last pushed 19d ago), licensed MIT. It adds 357 tokens to every session and 1,254 once invoked, about $0.0018 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.
Other agents, from other repositories
code-simplifier
Use this agent when the user wants to simplify, refactor, or optimize existing code for better readability, maintainability, and performance. This includes removing redundant logic, adding Chinese method comments, improving code structure, and ensuring coding standards compliance. Examples:\n\n- User…
wiki-query-agent
Use this agent ONLY when explicitly instructed by a skill (e.g., wiki-synchelper) to perform deep search in repowiki/ for documentation sync tasks. Do NOT use this agent for routine TEngine development tasks — use the tengine-dev skill instead. This agent is NOT a general-purpose TEngine reference tool.
arm-a-codex-orchestrator
比較実験アームAの実装オーケストレータ。planの各タスクをCodex CLI(gpt-5.6-luna, effort max)に委譲し、自分は差分レビュー・計測に徹する。Unity検証は1段目へ依頼する。実装比較実験(docs/research/2026-08-16-impl-model-comparison.md)専用。.
prototyper
Rapid prototyping specialist for pre-production. Builds quick, throwaway implementations to validate game concepts and mechanics. Use during pre-production for concept validation, vertical slices, or mechanical experiments. Standards are intentionally relaxed for speed.
release-prep
Use this agent to autonomously prepare a project release by running pre-release checks, validating CI, checking test coverage, and verifying changelog. Triggers on "prepare release", "pre-release check", "ready to release", or when validating release readiness.
lattice-architect
The visionary. Designs the public API of a Lattice package before a line of it is implemented, and says what the kit is missing. Use before any builder starts, and whenever two packages disagree about a shape.