verify-godot-change

verify-godot-change is a skill for Claude Code, Codex from beremaran/godot-agent-loop. It costs 64 tokens per session (914 once invoked), scanned A, original, MIT.

A checking guide for changes in Godot 4 games, using saved files and runtime behavior as evidence.

In plain words
What is it for?
Use it to test scenes, scripts, resources, controls, user interfaces, graphics, timing, and gameplay in Godot 4.7 or later.
Why use it?
It helps determine whether a requested change actually works without quietly changing the project while checking it.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the godot-agent-loop plugin — 4 skills, 1 MCP server shipped together

Good fit Use it to test scenes, scripts, resources, controls, user interfaces, graphics, timing, and gameplay in Godot 4.7 or later.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/beremaran/godot-agent-loop/verify-godot-change
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.

Any agent
npx skills add beremaran/godot-agent-loop --skill verify-godot-change
Clone the repo
git clone --depth 1 https://github.com/beremaran/godot-agent-loop

Made for: Claude Code, Codex.

Or install godot-agent-loop, the plugin that ships this one along with the rest of its 4 skills, 1 MCP server.

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 verify-godot-change

README.md
[![agentmods](https://agentmods.dev/badge/skills/beremaran/godot-agent-loop/verify-godot-change/github.svg)](https://agentmods.dev/skills/beremaran/godot-agent-loop/verify-godot-change)
Your own site
<a href="https://agentmods.dev/skills/beremaran/godot-agent-loop/verify-godot-change"><img src="https://agentmods.dev/badge/skills/beremaran/godot-agent-loop/verify-godot-change/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 verify-godot-change

Your own site · 80×15
<a href="https://agentmods.dev/skills/beremaran/godot-agent-loop/verify-godot-change"><img src="https://agentmods.dev/badge/skills/beremaran/godot-agent-loop/verify-godot-change.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 914 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 $0.00064 $0.00914
Opus 5 $0.00032 $0.00457
Sonnet 5 $0.00013 $0.00183
Haiku 4.5 $0.00006 $0.00091

Measured 12d ago against content hash 50b4d34212ef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

verify-godot-change 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 12d 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.

agent-plugin/skills/verify-godot-change/SKILL.md · 73 lines

How it starts

The opening of the file, as written. The whole thing — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Verify a Godot change

Translate the requested change into observable criteria, then report what the evidence proves. Verification alone authorizes observation and bounded test interaction, not corrective persistent mutation. Fail a criterion unless the user separately requested a fix. Support begins at Godot 4.7.

Control contract

  • Validate projectPath against effective MCP roots and allowed directories before any runtime or project access. Snapshot persistent files so verification can prove it did not edit them.
  • Record watched or unattended mode. For watched work, call editor_session with ensure and launch enabled; stop if no usable editor can be established. Include projectPath for status reads too. For unattended verification, do not launch an editor: direct saved-state, compound verification, and runtime tools are sufficient and must not rewrite project metadata merely to establish a bridge.
  • Treat reads as observation, injected input as bounded runtime-ephemeral test state, and any scene/resource/script/settings change as unauthorized unless the user also requested repair.
  • Use canonical core tools directly (compact is only the compatibility alias). Resolve hidden analyze_project_integrity, game_get_property, and game_eval through godot_catalog detail, then invoke them with godot_call; never call a hidden tool directly.
  • Respect Pause Agent without retry or bypass. While paused, use only safe observation, input release, stop, and cleanup; report the blocked effective tool.
  • Use privileged reflection or evaluation only when already enabled, necessary for a criterion, and independently corroborated. Never enable it for convenience.

Workflow

  1. Define applicable saved-state, runtime, rendered, timing, log/error, regression, and subjective/manual-review criteria. Mark non-applicable and unobservable criteria explicitly.
  2. Check saved state first with run_project_tests discovery, headless checks, and host file reads of .tscn, .gd, and project.godot; use hidden integrity analysis only through the declared discovery flow.
  3. Prefer verify_project and run_project_tests; use realtime run_project only for behavior the compound tools cannot prove.
  4. Observe a baseline with capped game_get_scene_tree, subtree-filtered game_get_ui, logs, and game_screenshot where rendering is material. Read the tree before using a node path; keep runtime reads serial because the bridge handles one command at a time. Use game_get_node_info with compact detail and exact property names.
  5. Prefer bounded game_wait_until and game_scenario. Drive held movement with a game_key_hold step inside one scenario paired with a bounded wait and release; do not hand-assemble repeated game_key_press taps. Never leave input held while making a separate observation call or while reasoning. Use game_click only when coordinate interaction is part of the criterion. In a scenario, put input fields under arguments; wait and assert steps put condition directly on the step, not tool game_wait_until plus arguments. game_key_hold has no duration field; use a bounded wait, then release it.
  6. Repeat the same observation and compare the intended state. A successful tool response or screenshot alone does not prove behavior, audio quality, feel, or aesthetics.
  7. Check negative evidence: game_get_errors, game_get_logs, warnings, fallbacks, ObjectDB/orphan/resource diagnostics, leaks, cleanup, and adjacent regressions. Re-hash persistent files to prove verification made no edit.
  8. Release held input, call stop_project, and independently confirm teardown.

Read the full file on GitHub · 73 lines

Files

What ships with it

1 file 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.

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. 12d ago First seen · 73 lines · 64 tokens per session scan A 50b4d34212ef

Subscribe to this mod's changes

verify-godot-change is a skill published in the GitHub repository beremaran/godot-agent-loop (5 stars, last pushed 2d ago), licensed MIT. It adds 64 tokens to every session and 914 once invoked, about $0.0003 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.

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