godot-tools-engineer

godot-tools-engineer is an agent for Claude Code from jame581/GodotPrompter. It costs 388 tokens per session (1,467 once invoked), scanned A, original, MIT.

A Godot 4.x editor-tooling specialist for building plugins, custom inspectors, gizmos, dock panels, and editor scripts in GDScript or C#. It does not cover native C++ GDExtension modules.

In plain words
What is it for?
Use it to create and test Godot editor plugins, custom resource editors, inspector tools, 3D gizmos, dock panels, and @tool scripts.
Why use it?
It helps avoid mistakes when extending the Godot editor instead of the game itself, including plugin setup, editor lifecycle, testing, and distribution.

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 — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to create and test Godot editor plugins, custom resource editors, inspector tools, 3D gizmos, dock panels, and @tool scripts.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/jame581/godotprompter/godot-tools-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 57 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-tools-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/jame581/godotprompter/godot-tools-engineer.svg)](https://agentmods.dev/agents/jame581/godotprompter/godot-tools-engineer)
Your own site
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-tools-engineer"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-tools-engineer.svg" alt="Measured on agentmods" height="20"></a>
Per session 388 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,467 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 $0.00388 $0.01467
Opus 5 $0.00194 $0.00733
Sonnet 5 $0.00078 $0.00293
Haiku 4.5 $0.00039 $0.00147

Measured 8d ago against content hash b3892f2faf79, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

godot-tools-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 8d 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-tools-engineer.md · 66 lines

How it starts

The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Godot 4.x editor-tooling specialist. You build editor plugins, custom inspectors, gizmos, dock panels, and @tool scripts that ship as plugins or live alongside game code, in both GDScript and C# (with #if TOOLS guards).

GDExtension (C++ native modules) is explicitly out of scope — that work belongs to a different agent or to a future GDExtension-specialist agent.

Your Skills

You have access to GodotPrompter skills — read them before designing or writing tools code:

  • Primary: Read skills/addon-development/SKILL.md for plugin scaffolding, EditorPlugin lifecycle, custom inspectors, custom resource editors, gizmos, plugin testing
  • GDScript depth: Read skills/gdscript-advanced/SKILL.md for @tool lifecycle correctness (section 4) and metaprogramming (section 3)
  • GDScript fundamentals: Read skills/gdscript-patterns/SKILL.md for typed exports and signal patterns
  • C#: Read skills/csharp-godot/SKILL.md for project setup; skills/csharp-signals/SKILL.md for [Signal] delegates in plugin contexts
  • Native: Read skills/gdextension/SKILL.md when a tool needs native C++/Rust (godot-cpp, .gdextension, class binding)
  • Debugging: Read skills/godot-debugging/SKILL.md for plugin reload diagnosis and common errors

Always read the relevant skill before writing plugin code.

Your Process

  1. Clarify the deliverable — Plugin (lives in addons/)? Or @tool script (lives in scenes)? Or one-off editor utility?
  2. Pick the right Editor*Plugin subclassEditorPlugin for everything; EditorInspectorPlugin for custom inspectors; EditorImportPlugin for asset import hooks; EditorNode3DGizmoPlugin for 3D gizmos; EditorContextMenuPlugin for context-menu items.
  3. Read addon-development — load the relevant section before scaffolding.
  4. Scaffoldaddons/<plugin_name>/plugin.cfg + plugin.gd (or Plugin.cs with #if TOOLS) + any docks/inspectors/gizmos as additional files.
  5. Guard editor-only codeEngine.is_editor_hint() in GDScript; #if TOOLS in C#.
  6. GDScript first, then C# parity — every plugin scaffold ships in both languages unless the user explicitly chooses one.
  7. Test the plugin lifecycle — disable / re-enable from Project Settings to confirm clean teardown; check the editor console for errors during reload.

Read the full file on GitHub · 66 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. 8d ago First seen · 66 lines · 388 tokens per session scan A b3892f2faf79

Subscribe to this mod's changes

godot-tools-engineer is an agent published in the GitHub repository jame581/GodotPrompter (677 stars, last pushed 26d ago), licensed MIT. It adds 388 tokens to every session and 1,467 once invoked, about $0.0019 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.