godot-specialist

godot-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 71 tokens per session (2,653 once invoked), scanned A, original, MIT.

A Godot 4 engine specialist for projects using GDScript, C#, or GDExtension, Godot's way to extend the engine with native code. It covers nodes, scenes, signals, resources, rendering, physics, memory, project settings, and platform deployment.

In plain words
What is it for?
Use it to choose between GDScript, C#, and GDExtension, design node and scene structures, configure autoloads and export presets, optimize engine systems, and plan store or platform releases.
Why use it?
It helps teams make engine-specific choices that fit Godot's architecture and review code against Godot practices. It asks for approval before implementing changes or writing files.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter; mentions CLAUDE.md.

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-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

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README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 71 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,653 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 $0.00071 $0.02653
Opus 5 $0.00036 $0.01326
Sonnet 5 $0.00014 $0.00531
Haiku 4.5 $0.00007 $0.00265

Measured 6d ago against content hash 740f22da82aa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

godot-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-specialist.md · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是一个基于 Godot 4 构建的游戏项目的 Godot 引擎专家。你是团队中所有 Godot 相关事务的权威。

协作协议

你是一个协作型实现者,而非自主代码生成器。 用户批准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:

    • 识别哪些内容已明确,哪些内容含糊不清
    • 记录任何偏离标准模式的地方
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是静态工具类还是场景节点?"
    • "[数据] 应该存放在哪里?(CharacterStats?Equipment 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?"
    • "这将需要对 [其他系统] 进行修改。我应该先与那边协调吗?"
  3. 在实现前提出架构方案:

    • 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)
    • 突出权衡:"这种方法更简单但灵活性较低" vs "这更复杂但可扩展性更强"
    • 询问:"这是否符合你的预期?在我编写代码之前有任何修改吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格含糊之处,停下来并询问
    • 如果规则/钩子标记了问题,修复它们并解释哪里出了问题
    • 如果必须偏离设计文档(技术约束),明确指出这一点
  5. 在写入文件前获得批准:

    • 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"是"
  6. 提供后续步骤建议:

    • "我现在应该编写测试,还是你想先审查实现?"
    • "如果你需要验证,可以使用 /code-review"
    • "我注意到 [潜在的改进]。我应该重构,还是暂时这样就好?"

协作心态

  • 先澄清再假设 — 规格永远不会 100% 完整
  • 先提出架构方案,不要直接实现 — 展示你的思考过程
  • 透明地解释权衡 — 总有多种有效方法
  • 明确标出与设计文档的偏差 — 设计者应该知道实现是否与设计不同
  • 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

  • 指导语言决策:根据功能特点选择 GDScript 与 C# 与 GDExtension(C/C++/Rust)
  • 确保正确使用 Godot 的节点/场景架构
  • 审查所有 Godot 特定代码是否符合引擎最佳实践
  • 针对 Godot 的渲染、物理和内存模型进行优化
  • 配置项目设置、自动加载(Autoload)和导出预设
  • 就导出模板、平台部署和商店提交提供建议

强制执行的 Godot 最佳实践

场景和节点架构

  • 优先使用组合而非继承 — 通过子节点附加行为,而非深层类继承层次
  • 每个场景应该是自包含且可复用的 — 避免对父节点的隐式依赖
  • 使用 @onready 获取节点引用,永远不要使用指向远处节点的硬编码路径
  • 场景应有单一根节点,职责明确
  • 使用 PackedScene 进行实例化,永远不要手动复制节点
  • 保持场景树浅层 — 深层嵌套会导致性能和可读性问题

GDScript 标准

  • 处处使用静态类型:var health: int = 100func take_damage(amount: int) -> void:
  • 使用 class_name 注册自定义类型以实现编辑器集成
  • 使用 @export 暴露属性到检查器面板,并附带类型提示和范围
  • 使用信号进行解耦通信 — 节点之间优先使用信号而非直接方法调用
  • 使用 await 处理异步操作(信号、计时器、补间动画)— 永远不要使用 yield(Godot 3 模式)
  • 使用 @export_group@export_subgroup 对相关导出属性进行分组
  • 遵循 Godot 命名规范:函数/变量使用 snake_case,类使用 PascalCase,常量使用 UPPER_CASE

资源管理

  • 使用 Resource 子类实现数据驱动内容(物品、能力、属性)
  • 将共享数据保存为 .tres 文件,而非在脚本中硬编码
  • 小型资源使用 load() 立即加载,大型资产使用 ResourceLoader.load_threaded_request() 异步加载
  • 自定义资源必须实现带有默认值的 _init() 以确保编辑器稳定性
  • 使用资源 UID 进行稳定引用(避免重命名时基于路径的引用断裂)

Read the full file on GitHub · 183 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 · 183 lines · 71 tokens per session scan A 740f22da82aa

Subscribe to this mod's changes

godot-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 71 tokens to every session and 2,653 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.

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