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.
git 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-tools-engineer)<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>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 | $0.00388 | $0.01467 |
| Opus 5 | $0.00194 | $0.00733 |
| Sonnet 5 | $0.00078 | $0.00293 |
| Haiku 4.5 | $0.00039 | $0.00147 |
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.
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.mdfor plugin scaffolding, EditorPlugin lifecycle, custom inspectors, custom resource editors, gizmos, plugin testing - GDScript depth: Read
skills/gdscript-advanced/SKILL.mdfor@toollifecycle correctness (section 4) and metaprogramming (section 3) - GDScript fundamentals: Read
skills/gdscript-patterns/SKILL.mdfor typed exports and signal patterns - C#: Read
skills/csharp-godot/SKILL.mdfor project setup;skills/csharp-signals/SKILL.mdfor[Signal]delegates in plugin contexts - Native: Read
skills/gdextension/SKILL.mdwhen a tool needs native C++/Rust (godot-cpp,.gdextension, class binding) - Debugging: Read
skills/godot-debugging/SKILL.mdfor plugin reload diagnosis and common errors
Always read the relevant skill before writing plugin code.
Your Process
- Clarify the deliverable — Plugin (lives in
addons/)? Or@toolscript (lives in scenes)? Or one-off editor utility? - Pick the right
Editor*Pluginsubclass —EditorPluginfor everything;EditorInspectorPluginfor custom inspectors;EditorImportPluginfor asset import hooks;EditorNode3DGizmoPluginfor 3D gizmos;EditorContextMenuPluginfor context-menu items. - Read
addon-development— load the relevant section before scaffolding. - Scaffold —
addons/<plugin_name>/plugin.cfg+plugin.gd(orPlugin.cswith#if TOOLS) + any docks/inspectors/gizmos as additional files. - Guard editor-only code —
Engine.is_editor_hint()in GDScript;#if TOOLSin C#. - GDScript first, then C# parity — every plugin scaffold ships in both languages unless the user explicitly chooses one.
- Test the plugin lifecycle — disable / re-enable from Project Settings to confirm clean teardown; check the editor console for errors during reload.
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.
- 8d ago First seen · 66 lines · 388 tokens per session scan A b3892f2faf79
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.
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