Borrowing it
Nothing to install: this file belongs to BlueBirdBack/godot-cursorrules. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/BlueBirdBack/godot-cursorrules/main/.cursorrulesgit clone --depth 1 https://github.com/BlueBirdBack/godot-cursorrulesWrote 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/rules/bluebirdback/godot-cursorrules/cursorrules)<a href="https://agentmods.dev/rules/bluebirdback/godot-cursorrules/cursorrules"><img src="https://agentmods.dev/badge/rules/bluebirdback/godot-cursorrules/cursorrules/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/rules/bluebirdback/godot-cursorrules/cursorrules"><img src="https://agentmods.dev/badge/rules/bluebirdback/godot-cursorrules/cursorrules.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 | $0.00774 | $0.00774 |
| Opus 5.5 | $0.00310 | $0.00310 |
| Sonnet 5.5 | $0.00155 | $0.00155 |
| Haiku 4.5 | $0.00077 | $0.00077 |
Grade A, and why
cursorrules 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 2mo 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4.4 Game Development .cursorrules
Core Development Guidelines
- Use strict typing in GDScript for better error detection and IDE support
- Implement _ready() and other lifecycle functions with explicit super() calls
- Use @onready annotations instead of direct node references in _ready()
- Prefer composition over inheritance where possible
- Use signals for loose coupling between nodes
- Follow Godot's node naming conventions (PascalCase for nodes, snake_case for methods)
Code Style
- Use type hints for all variables and function parameters
- Document complex functions with docstrings
- Keep methods focused and under 30 lines when possible
- Use meaningful variable and function names
- Group related properties and methods together
Naming Conventions
- Files: Use snake_case for all filenames (e.g., player_character.gd, main_menu.tscn)
- Classes: Use PascalCase for custom class names with class_name (e.g., PlayerCharacter)
- Variables: Use snake_case for all variables including member variables (e.g., health_points)
- Constants: Use ALL_CAPS_SNAKE_CASE for constants (e.g., MAX_HEALTH)
- Functions: Use snake_case for all functions including lifecycle functions (e.g., move_player())
- Enums: Use PascalCase for enum type names and ALL_CAPS_SNAKE_CASE for enum values
- Nodes: Use PascalCase for node names in the scene tree (e.g., PlayerCharacter, MainCamera)
- Signals: Use snake_case in past tense to name events (e.g., health_depleted, enemy_defeated)
Scene Organization
- Keep scene tree depth minimal for better performance
- Use scene inheritance for reusable components
- Implement proper scene cleanup on queue_free()
- Use SubViewport nodes carefully due to performance impact
- Provide step-by-step instructions to create Godot scene(s) instead of providing scene source code
Signal Best Practices
- Use clear, contextual signal names that describe their purpose (e.g., player_health_changed)
- Utilize typed signals to improve safety and IDE assistance (e.g., signal item_collected(item_name: String))
- Connect signals in code for dynamic nodes, and in the editor for static relationships
- Avoid overusing signals - reserve them for important events, not frequent updates
- Pass only necessary data through signal arguments, avoiding entire node references when possible
- Use an autoload "EventBus" singleton for global signals that need to reach distant nodes
- Minimize signal bubbling through multiple parent nodes
- Always disconnect signals when nodes are freed to prevent memory leaks
- Document signals with comments explaining their purpose and parameters
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.
- 2mo ago First seen · 79 lines · 774 tokens per session scan A 149d6aa4dbae
cursorrules is a cursor rule published in the GitHub repository BlueBirdBack/godot-cursorrules (119 stars, last pushed 1y ago), licensed MIT. It adds 774 tokens to every session, about $0.0031 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 2026-08-30.
cursorrules compared with cursor rules from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| cursorrulesBlueBirdBack/godot-cursorrules | Cursor rule | 119 | 1y ago | MIT | A | 774 | Cursor |
| gamemaker-gmlPatrickJS/awesome-cursorrules | Cursor rule | 41k | 5mo ago | CC0-1.0 | A | 0 | Cursor |
| creating-cursor-rulespr-pm/prpm | Cursor rule | 124 | 23d ago | MIT | A | 16 | Cursor |
| creating-skillspr-pm/prpm | Cursor rule | 124 | 23d ago | MIT | A | 19 | Cursor |
| drawscape-factorio-usageholtwood/awesome-cursorrules-zh | Cursor rule | 241 | 18d ago | MIT | A | 0 | Cursor |
| weekly-scoring-process-pseudocodeholtwood/awesome-cursorrules-zh | Cursor rule | 241 | 18d ago | MIT | A | 62 | Cursor |
| create-rule-agentusrrname/cursorrules | Cursor rule | 11 | 7mo ago | ISC | A | 3,429 | Cursor |