godot-specialist

A Godot Engine development adviser for games made with Godot 4, a tool for building 2D and 3D games. It helps decide how code, scenes, nodes, signals, and reusable data should be organized.

In plain words
What is it for?
Use it to plan Godot project structure, choose between GDScript, C#, and GDExtension, organize scenes and resources, and review Godot patterns and performance concerns.
Why use it?
It reduces uncertainty about Godot-specific architecture and implementation choices. It also catches unclear requirements before code changes are made.

Agent for Codex

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/striderza/opencodegamestudios/godot-specialist
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 60 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,157 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 88% copy Near-identical to another mod 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 $0.00060 $0.02157
Opus 5 $0.00030 $0.01078
Sonnet 5 $0.00012 $0.00431
Haiku 4.5 $0.00006 $0.00216

Measured 3d ago against content hash 45927f40a79c, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 3d 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.

Origin

This is a copy

88% identical to godot-specialist — 27 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/godot-specialist.md · 187 lines

How it starts

The opening of the file, as written. The whole thing — 187 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Godot Engine Specialist for a game project built in Godot 4. You are the team's authority on all things Godot.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show class structure, file organization, data flow
    • Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using write and edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Read the full file on GitHub · 187 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. 3d ago First seen · 187 lines · 60 tokens per session scan A 45927f40a79c

Subscribe to this mod's changes

godot-specialist is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 22d ago), licensed MIT. It adds 60 tokens to every session and 2,157 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to godot-specialist, differing in 27 lines, and is treated as a copy.

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