defold-core

defold-core is a skill for Claude Code, Codex from gamedev-skills/awesome-gamedev-agent-skills. It costs 125 tokens per session (3,202 once invoked), scanned A, original, Apache-2.0.

A guide for building and debugging Defold games with Lua. Defold is a game engine; this covers its project files, game objects, scripts, input, messages, spawning, level loading, and Bob, its build tool.

In plain words
What is it for?
Use it to add or fix game objects, collections, scripts, input bindings, messages, factories, collection loading, project settings, and Bob build-and-run checks.
Why use it?
It gives a consistent way to connect the parts of a Defold project and check that the result builds and runs. It also helps diagnose missing resources and incorrect communication between game objects.

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 other-engines plugin — 11 skills shipped together , and of gamedev

Good fit Use it to add or fix game objects, collections, scripts, input bindings, messages, factories, collection loading, project settings, and Bob build-and-run checks.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 3,985 stars · on GitHub

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 gamedev-skills/awesome-gamedev-agent-skills --skill defold-core
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code, Codex.

Or install other-engines, the plugin that ships this one along with the rest of its 11 skills.

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 defold-core

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core/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 defold-core

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/defold-core.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 125 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,202 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. Third-party audits
  • Socket pass 23 Oct 2026
  • Snyk pass 23 Oct 2026
How audits are shown
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 $0.00125 $0.03202
Opus 5.5 $0.00050 $0.01281
Sonnet 5.5 $0.00025 $0.00640
Haiku 4.5 $0.00013 $0.00320

Measured yesterday against content hash 339b91b14140, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

defold-core 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 yesterday.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/check_defold_project.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/other-engines/defold-core/SKILL.md · 266 lines

How it starts

The opening of the file, as written. The whole thing — 266 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Defold Core

Structure, wire and verify a Defold game: editor resource files, the Lua script lifecycle, addressing and messages, runtime spawning and world loading, and a Bob build-and-run check. Examples target Defold 1.14.0; they were built with Bob 1.14.0 and run on the 1.14.0 headless engine. An existing project keeps its Defold version (see Version).

When to use

  • Use when adding or fixing game objects, collections, scripts, input, messages, spawning or level loading in a Defold project (game.project in the root, .collection, .go, .script, .gui_script files), or when Bob reports a missing resource.

When not to use: plain Lua or LÖVE projects (love2d-core); GUI layout, sprites, tilemaps and physics depth beyond the pointers in the references; engine-agnostic design handled by the related skills below.

Workflow

  1. Inspect first. Read game.project ([bootstrap] main_collection, [input] game_binding, [project] dependencies), the main collection, and the scripts near the request. Follow the project's folder layout, id naming and message names; do not reorganize. Note which Defold/Bob version CI or the team uses.
  2. Edit the right file type. Game objects (.go) hold components; collections (.collection) place game objects and other collections; logic goes in .script (game objects), .gui_script (GUI) or shared .lua modules. Editor files are protobuf text: keep their structure, and copy shapes from references/file-formats.md instead of guessing fields.
  3. Check references. Run python scripts/check_defold_project.py <project-dir> (path relative to this skill folder; Python 3.10+, no Defold install needed). Fix every ERROR (missing or wrong-case /paths, a game.project path without the compiled c suffix, a require whose file does not exist). Warnings cover files nothing uses yet, unfetched library dependencies and runtime-loaded files. Re-run until it exits 0.
  4. Build with Bob. java -jar bob.jar --root . --variant headless --archive resolve build needs JDK 25 and a bob.jar matching the project's Defold version. Exit 1 plus an ERROR: line means a broken reference or a Lua syntax error (with file and line); references/file-formats.md shows how to trace an error that names a generated file.
  5. Run it. A build does not prove the game works. Run a headless bundle under a timeout (references/build-and-run.md) and read the log: ERROR:SCRIPT: lines are Lua runtime errors, ERROR:GAMEOBJECT: lines bad addresses or socket clashes. Require a line your test prints when it finishes; the exit code alone proves nothing. The headless engine has no keyboard or mouse, so check input changes in the editor or a desktop build, and say what you could not verify.

Read the full file on GitHub · 266 lines

Files

What ships with it

4 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.

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. yesterday First seen · 266 lines · 125 tokens per session scan A 339b91b14140

Subscribe to this mod's changes

defold-core is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (3,985 stars, last pushed yesterday), licensed Apache-2.0. It adds 125 tokens to every session and 3,202 once invoked, about $0.0005 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 2026-10-24.

Related

Other skills, from other repositories

screenshot-game-view

Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.

IvanMurzak/Unity-MCP · 58 tokens

editor-session-quit

Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.

IvanMurzak/Unity-MCP · 52 tokens

dialogue-manager

Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.

jame581/GodotPrompter · 32 tokens

event-bus

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.

jame581/GodotPrompter · 22 tokens

physics-system

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.

jame581/GodotPrompter · 43 tokens

biome-detail-tuning

Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…

moorestech/moorestech · 131 tokens