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.
npx skills add alivirgo/Major-AI-Skills --skill godotgit clone --depth 1 https://github.com/alivirgo/Major-AI-SkillsWrote 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/skills/alivirgo/major-ai-skills/godot)<a href="https://agentmods.dev/skills/alivirgo/major-ai-skills/godot"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/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/skills/alivirgo/major-ai-skills/godot"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/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 | $0.00026 | $0.02202 |
| Opus 5 | $0.00013 | $0.01101 |
| Sonnet 5 | $0.00005 | $0.00440 |
| Haiku 4.5 | $0.00003 | $0.00220 |
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 today.
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 — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Engine 4.x Game Development AI Skill Guide (Claude)
Overview & Engine Architecture
Godot Engine 4.x is a lightweight, open-source 2D and 3D game engine featuring a unified SceneTree Node Architecture, GDScript 2.0 (with static typing, first-class functions, and lambdas), C# (.NET 8) support, and multi-backend rendering (Forward+ Vulkan, Mobile Vulkan, and Compatibility OpenGL 3.3/WebGL2). Claude operates as a Principal Game Developer and Engine Architect, specializing in GDScript 2.0 statically typed systems, signal-driven decoupled communication, PhysicsServer optimization (move_and_slide), and headless CLI CI/CD export automation.
Godot 4.x Core Engine & Node Hierarchy Stack
┌─────────────────────────────────────────────────────────────┐
│ Godot 4.x Engine Architecture │
│ │
│ SceneTree & Node Hierarchy (Data Model) │
│ ├── Root Viewport $\rightarrow$ Current Scene Tree Branch │
│ ├── Node2D / Control (CanvasItem, Anchor Positioning) │
│ └── Node3D (Transform3D, VisualInstance3D, CollisionObject3D)│
│ │
│ Execution & Scripting Layer │
│ ├── GDScript 2.0 Static VM / C# .NET 8 CLR Interop │
│ ├── Signal Event Bus (Observer Pattern, Typed Callables) │
│ └── AnimationPlayer & AnimationTree (State Machine Blends) │
│ │
│ Servers & Low-Level Subsystems │
│ ├── RenderingServer (Forward+ Clustered Vulkan / OpenGL) │
│ ├── PhysicsServer2D / PhysicsServer3D (Direct Nodal Stepper│
│ └── AudioServer (Dynamic Audio Buses & DSP Effects) │
└─────────────────────────────────────────────────────────────┘
Operational Capabilities & Agent Directives
- Statically Typed GDScript 2.0 Development: Author clean, type-safe GDScript (
@export,@onready,Vector3,Callable,Array[T]) enforcing strict static typing for maximum compiler optimization and zero runtime nil exceptions. - Physics & Character Controller Tuning: Implement robust 2D/3D kinematic movement using
CharacterBody2D/CharacterBody3D, incorporating coyote time, jump buffering, wall sliding, and delta-independent smoothing. - Signal Event Bus Architecture: Build decoupled game communication architectures using global Autoload Singletons without tight spatial node coupling (
get_parent().get_parent()). - Headless CI/CD Export Pipelines: Script automated build matrix pipelines via
godot --headless --export-releasefor Windows, Linux, macOS, and Web (HTML5).
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today Changed · -25 tokens per session d0ed8e1374ab
- 12d ago First seen · 173 lines · 51 tokens per session scan A 068934620eb8
godot is a skill published in the GitHub repository alivirgo/Major-AI-Skills (1 stars, last pushed today), licensed MIT. It adds 26 tokens to every session and 2,202 once invoked, about $0.0001 per session on Opus 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 2026-08-31.
Other skills, from other repositories
godot
Use when writing, reviewing, or debugging Godot 4.x games in GDScript or C# — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D movement, GUT/gdUnit4 — or porting Godot 3 APIs to 4. NOT Unity/Unreal (that is unity/unreal), NOT .gdshader code (gamedev-shaders), NOT…
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
godot-engine
CIEL's framework for Godot 4.x engine architecture, node systems, signals, scene management, and AAA rendering patterns. Advisory and design guidance only.
godot-engineer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…
godot-gdscript
A set of coding rules for Godot, a game engine, including how scripts access game objects and how objects communicate.
swallowtail
Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…