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/chand1012/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/chand1012/cursorrules/godot)<a href="https://agentmods.dev/rules/chand1012/cursorrules/godot"><img src="https://agentmods.dev/badge/rules/chand1012/cursorrules/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/rules/chand1012/cursorrules/godot"><img src="https://agentmods.dev/badge/rules/chand1012/cursorrules/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 | $0.00687 |
| Opus 5.5 | $0.00000 | $0.00275 |
| Sonnet 5.5 | $0.00000 | $0.00137 |
| Haiku 4.5 | $0.00000 | $0.00069 |
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 1mo 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 — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Best Practices
Node and Scene System
- Use scenes for visual and structural elements, and scripts for behavior and logic
- Keep scenes modular and focused on specific game parts (e.g., player, UI, level)
- Leverage scene inheritance for reusability (e.g., base enemy scene)
- Manage scene transitions efficiently to maintain performance, especially on mobile
- Use
autoloadfor global services like game managers, but avoid tight coupling
Naming Conventions
- Follow the official GDScript style guide
- Use
snake_casefor variables, functions, and script files - Use
PascalCasefor class names and node types - Prefix node names with their type for clarity (e.g.,
PlayerSprite,EnemyArea) - Use descriptive names with auxiliary verbs for booleans (e.g.,
is_moving,has_collided)
Code Organization
- Organize files by feature, not by type (e.g., keep player scene, script, and assets together)
- Use a consistent folder structure (e.g.,
scenes/,scripts/,assets/) - Place shared resources in a
resources/directory - Use
exportvariables for editor-configurable properties - Keep scripts focused; use utility scripts for non-node logic
Functions (Methods in GDScript)
- Use explicit parameter and return types where possible (e.g.,
func move(direction: Vector2) -> void:) - Prefer signals over direct method calls for decoupled communication
- Keep methods short and focused on a single responsibility
- Use
_init()for initialization and_ready()for setup requiring the scene tree - Use
_process()and_physics_process()appropriately for game loops
Best Practices
- Follow the "call down, signal up" approach for node communication
- Prefer composition over deep inheritance for flexibility
- Use custom
Resourcetypes for data management (e.g., character stats) - Optimize performance for the target platform (e.g., mobile vs. desktop)
- Write unit tests for complex logic using Godot's built-in testing framework
- Use the Godot editor's features like the debugger and profiler
- Stick to one Godot version per project to avoid compatibility issues
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.
- 1mo ago First seen · 57 lines · 687 tokens per session scan A eb1fa58a3317
godot is a cursor rule published in the GitHub repository chand1012/cursorrules (14 stars, last pushed 10mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 687 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.
Other cursor rules, from other repositories
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
A set of rules for writing and editing video-game narratives, connected to a narrative project. It requires the agent to load the project's writing context and story canon, which is the established set of story facts, before making changes.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.
00-project-overview
Base project rule — purpose, constraints, and defaults for mcp-5etools.
ponytail
Ponytail, lazy senior dev mode. Always pick the simplest solution that works.