godot

godot is a command for coding agents from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,738 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

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 commands/hermeticormus/libregamedev-claude-code/godot
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

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.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.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,738 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01738
Opus 5 $0.00000 $0.00869
Sonnet 5 $0.00000 $0.00348
Haiku 4.5 $0.00000 $0.00174

Measured 4d ago against content hash 4fd15d7d04cf, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 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.

plugins/godot-development/commands/godot.md · 223 lines

How it starts

The opening of the file, as written. The whole thing — 223 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 · 223 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. 4d 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 (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,738 tokens. 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.