godot-csharp

godot-csharp is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 108 tokens per session (1,807 once invoked), scanned A, original, Apache-2.0.

A coding guide for writing Godot 4.7 game scripts in C# with .NET 8. Godot is a game engine; C# is the programming language used for the scripts.

In plain words
What is it for?
Use it when creating or editing .cs and project files, exposing values in the Godot Inspector, finding nodes safely, or building C# projects with the Godot .NET editor.
Why use it?
It helps translate Godot concepts and GDScript patterns into C# code, including node scripts, lifecycle methods, editor fields, signals, and calls between C# and GDScript.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 16 skills shipped together , and of gamedev

Good fit Use it when creating or editing .cs and project files, exposing values in the Godot Inspector, finding nodes safely, or building C# projects with the Godot .NET editor.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-csharp
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 · 4,867 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 godot-csharp
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 16 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 godot-csharp

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-csharp"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-csharp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 108 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,807 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 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 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 $0.00108 $0.01807
Opus 5.5 $0.00043 $0.00723
Sonnet 5.5 $0.00022 $0.00361
Haiku 4.5 $0.00011 $0.00181

Measured 2d ago against content hash 3b8d85099d50, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-csharp 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 2d 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.

skills/godot/godot-csharp/SKILL.md · 173 lines

How it starts

The opening of the file, as written. The whole thing — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot C# / .NET (4.x)

Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as events, and GDScript interop. Targets Godot 4.7 (.NET / C#) and .NET 8.

When to use

  • Use when scripting a Godot game in C# (.cs + .csproj), translating GDScript idioms to C#, exposing [Export] fields, or wiring [Signal] delegates and GetNode.

When not to use: GDScript-specific syntax → godot-gdscript; engine concepts that are language-neutral (scenes, physics, animation) → the relevant godot-* skill. You need the Godot .NET build + the .NET SDK installed; the standard build can't run C#.

Core workflow

  1. Use the Godot .NET editor build and install a .NET SDK: 8 or later, and 9 or later if you export to Android. Creating the first C# script generates a .csproj/.sln. Build with the editor or dotnet build.
  2. Every node script is a partial class extending a Godot type (the source generator relies on partial). The file/class name should match the node script.
  3. Override lifecycle methods in PascalCase with double delta: _Ready(), _Process(double delta), _PhysicsProcess(double delta).
  4. Expose tunables with [Export]; they show in the Inspector like GDScript @export.
  5. Declare signals as [Signal] delegates named XxxEventHandler; emit with EmitSignal(SignalName.Xxx, ...) and subscribe with the generated C# event.
  6. Get nodes with GetNode<T>("Path") (or %Unique), and call into GDScript with Call/Get/Set when needed.

Patterns

1. A node script: lifecycle, [Export], GetNode

using Godot;

public partial class Player : CharacterBody2D
{
    [Export] public float Speed = 200.0f;          // editable in the Inspector
    [Export] public float JumpVelocity = -400.0f;

    private const float Gravity = 1200.0f;
    private AnimatedSprite2D _sprite;

    public override void _Ready()
    {
        _sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
    }

    public override void _PhysicsProcess(double delta)
    {
        Vector2 v = Velocity;                       // Velocity is a property here
        if (!IsOnFloor())
            v.Y += Gravity * (float)delta;          // delta is double; cast for float math
        if (Input.IsActionJustPressed("jump") && IsOnFloor())
            v.Y = JumpVelocity;

        float dir = Input.GetAxis("move_left", "move_right");
        v.X = dir != 0 ? dir * Speed : Mathf.MoveToward(v.X, 0, Speed);

        Velocity = v;
        MoveAndSlide();                             // no args, like GDScript 4.x
    }
}

Read the full file on GitHub · 173 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. 2d ago Changed · +2 lines 3b8d85099d50
  2. 1mo ago First seen · 171 lines · 108 tokens per session scan A c6d30a274621

Subscribe to this mod's changes

godot-csharp 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 108 tokens to every session and 1,807 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.

Related

Other skills, from other repositories

script-execute

Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.

IvanMurzak/Unity-MCP · 53 tokens

script-delete

Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.

IvanMurzak/Unity-MCP · 52 tokens

script-read

Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.

IvanMurzak/Unity-MCP · 49 tokens

script-update-or-create

Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…

IvanMurzak/Unity-MCP · 80 tokens

gdextension

Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop.

jame581/GodotPrompter · 38 tokens

godot-csharp-patterns

Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness.

MRCalderon3D/everything-game-dev-code · 27 tokens