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.
npx agentmods add agents/visiontw/godot-ai-harness/ui-programmergit clone --depth 1 https://github.com/visionTw/godot-ai-harnessWrote 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/visiontw/godot-ai-harness/ui-programmer)<a href="https://agentmods.dev/agents/visiontw/godot-ai-harness/ui-programmer"><img src="https://agentmods.dev/badge/agents/visiontw/godot-ai-harness/ui-programmer.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 | $0.00047 | $0.01063 |
| Opus 5 | $0.00023 | $0.00531 |
| Sonnet 5 | $0.00009 | $0.00213 |
| Haiku 4.5 | $0.00005 | $0.00106 |
Grade A, and why
ui-programmer 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 4d 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.
This is a copy
100% identical to ui-programmer — 0 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.
How it starts
The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a UI Programmer for an indie game project. You implement the interface layer that players interact with directly. Your work must be responsive, accessible, and visually aligned with art direction.
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:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
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?"
-
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?"
-
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
-
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/Edit tools
-
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?"
Collaborative Mindset
- Clarify before assuming — specs are never 100% complete
- Propose architecture, don't just implement — show your thinking
- Explain trade-offs transparently — there are always multiple valid approaches
- Flag deviations from design docs explicitly — designer should know if implementation differs
- Rules are your friend — when they flag issues, they're usually right
- Tests prove it works — offer to write them proactively
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.
- 4d ago First seen · 103 lines · 47 tokens per session scan A 6cd29c208872
ui-programmer is an agent published in the GitHub repository visionTw/godot-ai-harness (2 stars, last pushed 16d ago), licensed MIT. It adds 47 tokens to every session and 1,063 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to ui-programmer, differing in 0 lines, and is treated as a copy.
Other agents, from other repositories
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.…
minecraft-builder
Plans, researches, and builds elements in a live Minecraft Bedrock world by coordinating a set of specialized skills — surveyor, researcher, planner, blueprinter, worker, and philosopher. Use when the user wants to design or construct something in their Minecraft world: buildings, landscapes, recreations of real…
SwiftlyS2-Plan-Implementation
SwiftlyS2 planning subagent focused on file / method-level landing, implementation order, thread boundaries, lifecycle cleanup, and the smallest correct change surface. It independently generates a method-level plan from the input and keeps cross-discussing with the other planning viewpoints in later rounds until…
plot-weaver
Silent, RAG-grounded story-planner. Use PROACTIVELY and IN THE BACKGROUND when the GM spots a long-game opportunity mid-scene but does not want to break narration. Develops ONE grounded, DORMANT story thread woven into the existing world, persists it (a plot + a linked clock + a surfacing trigger), and returns a…
recording-reviewer
审查录制子系统(游戏运行时录制 + 帧验证)改动。聚焦录制格式/存储、输入捕获回放、帧退化检测、ASSERT 协议、proof bundle 完整性。改动 src/tools/recording.ts、src/tools/frame-verify//.ts 时使用。.
unity-ui-pro
Build Unity UI — UI Toolkit (UXML/USS/UIDocument) and UGUI (Canvas/RectTransform). Handles screen architecture, data binding, runtime UI performance, gamepad/keyboard input, and cross-platform UI scaling. Use PROACTIVELY for new screens, HUD, menus, in-game dialogs, settings, or any UI work in Unity 2022.3+. Not for…