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/JoasASantos/ClaudeAdvancedPluginsWrote 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/joasasantos/claudeadvancedplugins/gamedev-godot)<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.
<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>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 | $0.00000 | $0.01883 |
| Opus 5 | $0.00000 | $0.00941 |
| Sonnet 5 | $0.00000 | $0.00377 |
| Haiku 4.5 | $0.00000 | $0.00188 |
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.
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)
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.
- 9d ago First seen · 247 lines · 0 tokens per session scan A 8a8621832003
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.
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