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.
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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movementgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-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/gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement/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/gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00098 | $0.01633 |
| Opus 5.5 | $0.00039 | $0.00653 |
| Sonnet 5.5 | $0.00020 | $0.00327 |
| Haiku 4.5 | $0.00010 | $0.00163 |
Grade A, and why
godot-2d-movement 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 3d 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 — 155 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less
move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity + jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when
move_and_slide()"does nothing", the character sinks through floors, oris_on_floor()is always false.
When not to use: dynamic rigid bodies, areas, raycasts, collision layers →
godot-physics; tile-based levels → godot-tilemap; full platformer game template →
the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
Core workflow
- Use
CharacterBody2Dwith aCollisionShape2Dchild. It is script-driven: it does not fall or react to forces on its own. - Set the
velocityproperty, then callmove_and_slide()(no arguments in 4.x). The method readsvelocity, moves the body, slides along surfaces, and updatesvelocityto reflect what actually happened. - Do it in
_physics_process(delta)—move_and_slide()uses the physics step's delta internally, so do not multiplyvelocitybydeltayourself. - Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.ynegative whenis_on_floor(). - Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATINGso there is no "floor/wall" distinction. - Read results with
is_on_floor(),is_on_wall(),get_wall_normal(), andget_slide_collision(i)after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
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.
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.
- 3d ago Changed · +4 lines ea396576540a
- 1mo ago First seen · 151 lines · 98 tokens per session scan A e8089e2a10ef
godot-2d-movement is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 98 tokens to every session and 1,633 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
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+.
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…
systematic-param-sweep
A method for tuning several parameters one at a time while observing and recording their individual effects. It uses large changes to discover an effect and smaller changes to refine it.
qa-plan
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…