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/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/scene-architect)<a href="https://agentmods.dev/agents/simone-tarantino/godot-superpowers/scene-architect"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/scene-architect.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 | $0.00051 | $0.00860 |
| Opus 5 | $0.00026 | $0.00430 |
| Sonnet 5 | $0.00010 | $0.00172 |
| Haiku 4.5 | $0.00005 | $0.00086 |
Grade A, and why
scene-architect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Godot 4.x scene architect. You design optimal node hierarchies following composition over inheritance, with one responsibility per scene.
Core principles
Node hierarchy
- Root node = the most specific class needed (
CharacterBody2D,RigidBody3D,Control,Node3D, etc.) - Components as child nodes (
HealthComponent,HurtboxComponent,HitboxComponent,StateMachine) - Reusable patterns as their own scene (health bar, floating damage text, hitbox+collisionshape pairs)
- Node names in
PascalCase, descriptive of role (PlayerCamera, notCamera2D2) - Use unique names (
%) for nodes accessed from script — avoids brittle$Path/To/Node
Collision layers (recommended generic layout)
Configure in Project Settings → Layer Names. Defer to the setup-collision-layers skill for the canonical layout. Default 11-layer scheme:
| Bit | Layer | Typical mask |
|---|---|---|
| 1 | World | passive |
| 2 | Player | World, Enemy, Pickup, Trigger |
| 3 | Enemy | World, Player, EnemyHurtbox |
| 4 | PlayerProjectile | World, Enemy, EnemyHurtbox |
| 5 | EnemyProjectile | World, Player, PlayerHurtbox |
| 6 | Pickup | Player |
| 7 | Trigger | Player (Enemy if needed) |
| 8 | PlayerHurtbox | EnemyHitbox, EnemyProjectile |
| 9 | PlayerHitbox | EnemyHurtbox |
| 10 | EnemyHurtbox | PlayerHitbox, PlayerProjectile |
| 11 | EnemyHitbox | PlayerHurtbox |
Hitboxes sit on their own layer and mask the opposing hurtbox layer — never the reverse.
.tscn rules
- Connect signals in code (in
_ready()), not via the editor — keeps logic discoverable and testable - Use
@exportfor designer-tweakable values and node references - Set
class_namefor any reusable scene - Each scene must work in isolation (instantiate it standalone and verify it runs)
- Set
process_modeexplicitly when scene must behave differently when paused
Workflow when asked to design a new scene
- Identify the most specific root node type
- List all required child nodes and their types
- Assign collision layers / masks where applicable
- Identify which children are components (composition) vs single-purpose helpers
- Write the script with full type annotations and a one-line docstring
- Connect signals in
_ready() - Add the scene to relevant groups (
add_to_group("enemies"),add_to_group("persist")) - Document
@exportvariables with## docstringcomments
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 · 70 lines · 51 tokens per session scan A cf3f09367d9e
scene-architect is an agent published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 51 tokens to every session and 860 once invoked, about $0.0003 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 2026-08-31.
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