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 ericrisco/rsc-harness --skill godotgit clone --depth 1 https://github.com/ericrisco/rsc-harnessWrote 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/ericrisco/rsc-harness/godot)<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/godot"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/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/ericrisco/rsc-harness/godot"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00112 | $0.03940 |
| Opus 5 | $0.00056 | $0.01970 |
| Sonnet 5 | $0.00022 | $0.00788 |
| Haiku 4.5 | $0.00011 | $0.00394 |
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 7d 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 — 301 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4.x (GDScript + C#)
Build 2D and 3D the way the engine is designed: scenes as reusable units, composition over deep node trees, signals for decoupling, static typing for speed and safety. GDScript (typed) is primary; C# parity snippets sit beside it.
Version contract — read first
This is Godot 4.x. Never emit Godot 3 APIs. Godot 4 renamed core nodes, moved annotations
behind @, replaced yield with await, and switched signal/file/tween APIs. A Godot 3 snippet
will not even parse in 4.x. Before writing or accepting any line, check it against this ban-list:
| Never (Godot 3) | Always (Godot 4.x) |
|---|---|
yield(timer, "timeout") |
await timer.timeout |
onready var x = ... |
@onready var x = ... |
export var hp = 3 |
@export var hp := 3 |
tool (script mode line) |
@tool (annotation, first line) |
KinematicBody / KinematicBody2D |
CharacterBody3D / CharacterBody2D |
Spatial |
Node3D |
Area / RigidBody / StaticBody |
Area3D / RigidBody3D / StaticBody3D |
Sprite |
Sprite2D |
scene.instance() |
scene.instantiate() |
move_and_slide(velocity, UP) (positional) |
set velocity property, then move_and_slide() — no args |
connect("hit", self, "_on_hit") |
node.hit.connect(_on_hit) (Callable) |
File.new() / Directory.new() |
FileAccess.open(...) / DirAccess.open(...) |
standalone Tween node + interpolate_property |
create_tween() → tween.tween_property(...) |
OS.get_ticks_msec for gameplay timing |
Time.get_ticks_msec() (OS timing moved to Time) |
PoolByteArray / PoolVector2Array |
PackedByteArray / PackedVector2Array |
Lifecycle overrides must chain the parent with super() (Godot 3 called it implicitly; Godot 4
does not). If you override _ready, _process, _init, etc. in a script that extends another
script defining them, call super() / super._ready() or the base logic silently never runs.
Silent-breakers (compile fine, behave wrong — the dangerous class):
What ships with it
6 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.
- 7d ago First seen · 301 lines · 112 tokens per session scan A c5362d6e4110
godot is a skill published in the GitHub repository ericrisco/rsc-harness (81 stars, last pushed today), licensed MIT. It adds 112 tokens to every session and 3,940 once invoked, about $0.0006 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 2026-09-03.
Other skills, from other repositories
godot
Comprehensive operational skill specification for Anthropic Claude to automate, script, troubleshoot, and optimize Godot 4.x, GDScript 2.0, SceneTree node architectures, physics servers, and headless CI/CD export pipelines.
godot-gdscript
A set of coding rules for Godot, a game engine, including how scripts access game objects and how objects communicate.
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.
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…
se-dev-game-code
Allows reading the decompiled C# code of Space Engineers version 1.
se-dev-script
In-game (programmable block, aka PB) script development for Space Engineers version 1. Search script code for examples and patterns.