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-3d-essentialsgit 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-3d-essentials)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-3d-essentials"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-3d-essentials/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-3d-essentials"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-3d-essentials.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 | $0.00115 | $0.01570 |
| Opus 5 | $0.00057 | $0.00785 |
| Sonnet 5 | $0.00023 | $0.00314 |
| Haiku 4.5 | $0.00012 | $0.00157 |
Grade A, and why
godot-3d-essentials 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 13d 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 — 138 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 3D Essentials (4.x)
Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and
GridMap blockouts. Targets Godot 4.7.
When to use
- Use when starting or fixing a 3D scene: positioning a
Camera3D, adding lights, setting up aWorldEnvironment(sky, ambient, tonemap, glow/SSAO), assigning materials, or building levels withGridMap.
When not to use: writing spatial shaders → godot-shaders; 3D physics bodies and
raycasts → godot-physics; character animation blending → godot-animation; full FPS
template → the fps-shooter genre skill.
Core workflow
- Everything 3D is a
Node3Dwith aTransform3D(position, rotation basis, scale). Move withglobal_position, rotate withrotate_y(angle)orlook_at(target). - Add a
Camera3D. Mark itcurrent(or callmake_current()); setfov,near,far. Parent it to a rig/pivot for orbit or follow cameras. - Light the scene. A
DirectionalLight3Dis the sun;OmniLight3D/SpotLight3Dare local. Enable shadows per light. Without lights and ambient, surfaces render black. - Add a
WorldEnvironmentwith anEnvironmentresource: background (sky/color), ambient light, tonemap, and post (glow, SSAO, fog, adjustments). - Give meshes materials (
StandardMaterial3Dor aShaderMaterial) onMeshInstance3D. - Block out levels with
GridMap, which placesMeshLibraryitems on a 3D grid (the 3D analog of a tilemap).
Patterns
1. A follow camera (third-person, smoothed)
extends Camera3D
@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0
func _physics_process(delta: float) -> void:
if target == null:
return
var desired := target.global_position + offset
global_position = global_position.lerp(desired, smooth * delta) # smooth follow
look_at(target.global_position, Vector3.UP) # face the target
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.
- 13d ago First seen · 138 lines · 115 tokens per session scan A e2358689bf65
godot-3d-essentials is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 115 tokens to every session and 1,570 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 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.