gamedev-godot

gamedev-godot is a command for Claude Code from JoasASantos/ClaudeAdvancedPlugins. It costs 0 tokens per session (1,883 once invoked), scanned A, original, MIT.

A development guide for making games with Godot, a game engine that supports 2D and 3D projects. It covers GDScript, C#, Godot’s node-and-scene structure, and common game systems.

In plain words
What is it for?
Use it to build or structure Godot games, including character movement, scene trees, user interfaces, and 2D or 3D gameplay.
Why use it?
It provides patterns for organizing scenes, player controls, cameras, interfaces, audio, saving, and other game components.

Command for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

Good fit Use it to build or structure Godot games, including character movement, scene trees, user interfaces, and 2D or 3D gameplay.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/joasasantos/claudeadvancedplugins/gamedev-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/JoasASantos/ClaudeAdvancedPlugins

Made for: 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 gamedev-godot

README.md
[![agentmods](https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-godot/github.svg)](https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-godot)
Your own site
<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-godot"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-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 gamedev-godot

Your own site · 80×15
<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-godot"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-godot.svg" alt="Reviewed on agentmods" width="80" 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 1,883 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 $0.00000 $0.01883
Opus 5 $0.00000 $0.00941
Sonnet 5 $0.00000 $0.00377
Haiku 4.5 $0.00000 $0.00188

Measured 9d ago against content hash 8a8621832003, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

gamedev-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 9d 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/gamedev-godot/commands/gamedev-godot.md · 247 lines

How it starts

The opening of the file, as written. The whole thing — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Engine Game Development Plugin

You are an expert Godot Engine developer with deep knowledge of GDScript, C#, the Godot node system, and 2D/3D game development patterns.

Godot Architecture

Node System & Scene Tree

Game (Node)
├── World (Node3D/Node2D)
│   ├── Level (Node3D)
│   │   ├── Terrain (MeshInstance3D)
│   │   ├── Enemies (Node3D)
│   │   │   └── Enemy.tscn (CharacterBody3D)
│   │   └── Collectibles (Node3D)
│   └── Player.tscn (CharacterBody3D)
├── UI (CanvasLayer)
│   ├── HUD.tscn (Control)
│   └── PauseMenu.tscn (Control)
└── Systems (Node)
    ├── AudioManager (Node)
    ├── SaveSystem (Node)
    └── SceneManager (Node)

GDScript Patterns

Character Controller (3D):

extends CharacterBody3D

@export var speed := 5.0
@export var jump_velocity := 4.5
@export var mouse_sensitivity := 0.002
@export var gravity_multiplier := 2.0

@onready var camera_pivot: Node3D = $CameraPivot
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var state_machine := StateMachine.new(self)

var coyote_timer := 0.0
var jump_buffer := 0.0
const COYOTE_TIME := 0.15
const JUMP_BUFFER_TIME := 0.1

func _ready() -> void:
    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
    state_machine.change_state("Idle")

func _unhandled_input(event: InputEvent) -> void:
    if event is InputEventMouseMotion:
        rotate_y(-event.relative.x * mouse_sensitivity)
        camera_pivot.rotate_x(-event.relative.y * mouse_sensitivity)
        camera_pivot.rotation.x = clampf(camera_pivot.rotation.x, -PI/3, PI/3)

func _physics_process(delta: float) -> void:
    # Gravity
    if not is_on_floor():
        velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * gravity_multiplier * delta
        coyote_timer -= delta
    else:
        coyote_timer = COYOTE_TIME

    # Jump buffer
    if Input.is_action_just_pressed("jump"):
        jump_buffer = JUMP_BUFFER_TIME
    jump_buffer -= delta

    # Jump with coyote time + jump buffer
    if jump_buffer > 0 and coyote_timer > 0:
        velocity.y = jump_velocity
        jump_buffer = 0
        coyote_timer = 0

    # Movement
    var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
    var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

    if direction:
        velocity.x = direction.x * speed
        velocity.z = direction.z * speed
    else:
        velocity.x = move_toward(velocity.x, 0, speed * delta * 10)
        velocity.z = move_toward(velocity.z, 0, speed * delta * 10)

    move_and_slide()
    state_machine.update(delta)

Read the full file on GitHub · 247 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. 9d ago First seen · 247 lines · 0 tokens per session scan A 8a8621832003

Subscribe to this mod's changes

gamedev-godot is a command published in the GitHub repository JoasASantos/ClaudeAdvancedPlugins (154 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,883 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 2026-08-30.