godot

godot is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 32 tokens per session (2,515 once invoked), scanned A, original, MIT.

A command for designing or implementing features in Godot 4, a game engine, using its recommended scene, signal, physics, and scripting patterns.

In plain words
What is it for?
Use it to plan Node trees, build 2D or 3D game features, write GDScript or C#, refactor Godot code, and investigate Godot-specific issues.
Why use it?
It gives Godot-focused help instead of treating the project like one built with another game engine, reducing engine-specific design and debugging mistakes.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the godot-development plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to plan Node trees, build 2D or 3D game features, write GDScript or C#, refactor Godot code, and investigate Godot-specific issues.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/godot
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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install godot-development, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote 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.

agentmods badge for godot

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/godot/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/godot)
Your own site
<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.

agentmods 80×15 button for godot

Your own site · 80×15
<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>
Per session 32 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,515 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 $0.00032 $0.02515
Opus 5.5 $0.00013 $0.01006
Sonnet 5.5 $0.00006 $0.00503
Haiku 4.5 $0.00003 $0.00251

Measured 27d ago against content hash 7f5dc5511e1a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/godot-development/commands/godot.md · 313 lines

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

Read the full file on GitHub · 313 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. 27d ago Changed · +90 lines · +32 tokens per session 7f5dc5511e1a
  2. 1mo ago First seen · 223 lines · 0 tokens per session scan A 4fd15d7d04cf

Subscribe to this mod's changes

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.

Related

Other commands, from other repositories

animation

Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.

Alex-Rachel/TEngine · 0 tokens

build-and-compilation

These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…

Alex-Rachel/TEngine · 0 tokens

project-settings

Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…

Alex-Rachel/TEngine · 0 tokens

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…

Alex-Rachel/TEngine · 0 tokens

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…

Alex-Rachel/TEngine · 0 tokens

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.

Alex-Rachel/TEngine · 0 tokens