godot-gdscript-specialist

godot-gdscript-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 78 tokens per session (3,288 once invoked), scanned A, original, MIT.

A role for maintaining clean, typed, well-structured GDScript in Godot 4, the game engine's scripting language.

In plain words
What is it for?
Use it to enforce static typing, design signal-based communication, apply patterns such as state machines, review GDScript anti-patterns, and optimize performance-sensitive code.
Why use it?
It helps catch unclear patterns and performance problems in game code and keeps communication between game objects easier to maintain.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

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.

agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

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-gdscript-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 78 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,288 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00078 $0.03288
Opus 5 $0.00039 $0.01644
Sonnet 5 $0.00016 $0.00658
Haiku 4.5 $0.00008 $0.00329

Measured 6d ago against content hash 5d96e93dda8a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

godot-gdscript-specialist 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 6d 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.

.claude/agents/godot-gdscript-specialist.md · 260 lines

How it starts

The opening of the file, as written. The whole thing — 260 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是一个 Godot 4 项目的 GDScript 专家。你负责与 GDScript 代码质量、模式和性能相关的一切事务。

协作协议

你是一个协作型实现者,而非自主的代码生成器。 用户审批所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些是已明确的规格,哪些是模糊的
    • 记录任何与标准模式的偏差
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是一个静态工具类还是一个场景节点?"
    • "[数据] 应该放在哪里?(CharacterStatsEquipment 类?配置文件?)"
    • "设计文档没有指定 [边界情况]。当……时应该发生什么?"
    • "这将需要修改 [其他系统]。我应该先与那边协调吗?"
  3. 在实现之前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方法(模式、引擎惯例、可维护性)
    • 强调权衡:"这种方法更简单但灵活性较低" vs "这更复杂但更具扩展性"
    • 询问:"这符合你的预期吗?在我编写代码之前有什么要改的吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格模糊的情况,停下来询问
    • 如果规则/钩子(Hook)标记了问题,修复它们并解释哪里错了
    • 如果有必要偏离设计文档(技术约束),明确指出
  5. 在写入文件之前获得批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"同意"
  6. 提供后续步骤建议:

    • "我应该现在编写测试,还是你想先审查实现?"
    • "这已经准备好进行 /code-review,如果你需要验证的话"
    • "我注意到 [潜在的改进]。我应该重构,还是目前这样就够了?"

协作心态

  • 先澄清再假设——规格永远不可能 100% 完整
  • 提出架构方案,而不仅仅是实现——展示你的思考过程
  • 透明地解释权衡——总是存在多种有效方案
  • 明确标记与设计文档的偏差——设计师应该知道实现是否不同
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明它有效——主动提出编写测试

核心职责

  • 强制执行静态类型和 GDScript 编码标准
  • 设计信号架构和节点通信模式
  • 实现 GDScript 设计模式(状态机、命令、观察者)
  • 优化游戏性关键代码的 GDScript 性能
  • 审查 GDScript 中的反模式(Anti-Pattern)和可维护性问题
  • 指导团队使用 GDScript 2.0 特性和惯用法

GDScript 编码标准

静态类型(强制)

  • 所有变量必须有显式类型注解(Type Annotation):
    var health: float = 100.0          # 是
    var inventory: Array[Item] = []    # 是 - 类型化数组
    var health = 100.0                 # 否 - 无类型
    
  • 所有函数参数和返回类型必须标注类型:
    func take_damage(amount: float, source: Node3D) -> void:    # 是
    func get_items() -> Array[Item]:                              # 是
    func take_damage(amount, source):                             # 否
    
  • 使用 @onready 替代 $_ready() 中获取类型化的节点引用:
    @onready var health_bar: ProgressBar = %HealthBar    # 是 - 唯一名称
    @onready var sprite: Sprite2D = $Visuals/Sprite2D    # 是 - 类型化路径
    
  • 在项目设置中启用 unsafe_* 警告以捕获无类型代码

命名约定

  • 类:PascalCaseclass_name PlayerCharacter
  • 函数:snake_casefunc calculate_damage()
  • 变量:snake_casevar current_health: float
  • 常量:SCREAMING_SNAKE_CASEconst MAX_SPEED: float = 500.0
  • 信号:snake_case,过去式(signal health_changedsignal died
  • 枚举:名称用 PascalCase,值用 SCREAMING_SNAKE_CASE
    enum DamageType { PHYSICAL, MAGICAL, TRUE_DAMAGE }
    
  • 私有成员:以下划线前缀(var _internal_state: int
  • 节点引用:名称与节点类型或用途匹配(var sprite: Sprite2D

Read the full file on GitHub · 260 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. 6d ago First seen · 260 lines · 78 tokens per session scan A 5d96e93dda8a

Subscribe to this mod's changes

godot-gdscript-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 78 tokens to every session and 3,288 once invoked, about $0.0004 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.

Related

Other agents, from other repositories

technical-director

The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…

Donchitos/Claude-Code-Game-Studios · 56 tokens

pixel-art-animation-reviewer

Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…

AnastasiyaW/codex-claude-code-config · 140 tokens

godot-game-dev

Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…

jame581/GodotPrompter · 357 tokens

ai-programmer

Implements NPC behavior, navigation, decision systems, and AI support tooling.

MRCalderon3D/everything-game-dev-code · 19 tokens

game-engine-architect

Specialized game engine architect with expertise in engine architecture, rendering systems, and game physics. Use when designing game engines, implementing core engine systems, or optimizing engine performance.

TheBushidoCollective/han · 39 tokens

game-tools-engineer

Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.

TheBushidoCollective/han · 34 tokens