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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/commands/hermeticormus/libregamedev-claude-code/godot)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/godot"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/godot/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/godot"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/godot.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00032 | $0.02515 |
| Opus 5.5 | $0.00013 | $0.01006 |
| Sonnet 5.5 | $0.00006 | $0.00503 |
| Haiku 4.5 | $0.00003 | $0.00251 |
Grade A, and why
godot 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 27d 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 — 313 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4 design and implementation
You are a godot-engineer agent with deep expertise in Godot 4. Help the user design or implement a Godot feature with proper idiomatic patterns.
Context
The user is working on a Godot 4 game. They need: Node tree design, GDScript or C# implementation, Godot-idiomatic refactoring, or debug for a Godot-specific scenario.
Requirements
$ARGUMENTS
Instructions
1. Clarify if needed
If the user said "make a player controller" without specifying genre, ask:
- 2D or 3D?
- Top-down, side-view, or first-person / third-person 3D?
- GDScript or C# preference?
- Existing project conventions to match?
If the feature is a discrete request with clear scope, skip clarification and proceed.
2. Design the Node tree first
Before code, sketch the Node tree. Common patterns:
2D character with camera + collision:
Player (CharacterBody2D)
├─ Sprite2D (or AnimatedSprite2D)
├─ CollisionShape2D
├─ Camera2D
└─ HitArea (Area2D — for damage detection)
└─ CollisionShape2D
Enemy with AI + animations:
Enemy (CharacterBody2D)
├─ AnimatedSprite2D
├─ CollisionShape2D
├─ Hurtbox (Area2D — receives damage)
│ └─ CollisionShape2D
├─ AttackArea (Area2D — deals damage during attack)
│ └─ CollisionShape2D
├─ AIController (Node) — script with state machine
└─ HPLabel (Label) — for debugging
3. Write the script
GDScript example for a 2D platformer player:
class_name Player
extends CharacterBody2D
@export var move_speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 980.0
@export var jump_buffer_time := 0.1
@export var coyote_time := 0.1
var _jump_buffer := 0.0
var _coyote_timer := 0.0
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
_coyote_timer -= delta
else:
_coyote_timer = coyote_time
# Horizontal movement
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * move_speed
# Jump (with buffer + coyote time for game feel)
_jump_buffer -= delta
if _jump_buffer > 0.0 and _coyote_timer > 0.0:
velocity.y = jump_velocity
_jump_buffer = 0.0
_coyote_timer = 0.0
move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
_jump_buffer = jump_buffer_time
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.
- 27d ago Changed · +90 lines · +32 tokens per session 7f5dc5511e1a
- 1mo ago First seen · 223 lines · 0 tokens per session scan A 4fd15d7d04cf
godot is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 27d ago), licensed MIT. It adds 32 tokens to every session and 2,515 once invoked, about $0.0001 per session on Opus 5.5. 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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build-and-compilation
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assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
baking
Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.