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-exportgit 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-export)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-export"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-export/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-export"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-export.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 | $0.00092 | $0.01510 |
| Opus 5.5 | $0.00037 | $0.00604 |
| Sonnet 5.5 | $0.00018 | $0.00302 |
| Haiku 4.5 | $0.00009 | $0.00151 |
Grade A, and why
godot-export 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.
How it starts
The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Export & Builds (4.x)
Turn a project into runnable platform builds via export presets and the command line, and handle the web/dedicated-server gotchas. Targets Godot 4.7.
When to use
- Use when producing a shippable build: installing export templates, creating/editing export presets, exporting from the editor or headless CLI (CI), or troubleshooting web (HTML5) and dedicated-server exports.
When not to use: storefront publishing flows → steam-publish/itch-publish; the
networking code of a server → godot-multiplayer (this skill covers building it headless).
Core workflow
- Install export templates matching your engine version: Editor menu >
Manage Export Templates (download), or install the
.tpzoffline. Versions must match the editor exactly. Since 4.7 the downloader can fetch templates for a single platform or architecture instead of the full set. - Add export presets in Project > Export: pick a platform (Windows Desktop, macOS,
Linux, Web, Android, iOS), set the export path, icons, features, and resource
include/exclude filters. Presets are saved to
export_presets.cfg. - Export from the editor with Export Project (release) or Export PCK/ZIP.
- Or export headless from the CLI for automation/CI using
--export-release "<preset name>" <output path>. - Per platform: Web needs cross-origin isolation (COOP/COEP) only if the preset's Thread Support is on (off by default); Android needs the SDK/keystore; macOS/iOS need signing for distribution.
- Smoke-test the build on the target before shipping — exported builds use
res://read-only; write touser://.
Patterns
1. Headless CLI export (CI-friendly)
# Preset name must match exactly what's in Project > Export (quote it).
# Run from the project directory (where project.godot lives).
godot --headless --export-release "Windows Desktop" build/windows/game.exe
godot --headless --export-release "Linux" build/linux/game.x86_64
godot --headless --export-release "Web" build/web/index.html
# Debug build (includes debug symbols / remote debug):
godot --headless --export-debug "Windows Desktop" build/windows/game_debug.exe
# Export only the data pack (no executable):
godot --headless --export-pack "Linux" build/game.pck
# Export only files changed since the given base pack(s):
godot --headless --export-patch "Linux" build/patch1.pck --patches build/game.pck
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.
- 2d ago Changed · +6 lines 473552185df5
- 1mo ago First seen · 124 lines · 92 tokens per session scan A e97f0a889b8e
godot-export 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 92 tokens to every session and 1,510 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
asset-pipeline-patterns
Asset pipeline patterns: Godot per-directory import overrides, a Unity AssetPostprocessor for texture standards, MaxRects atlas layout, Godot LOD configuration, audio import settings, and a CI asset validation script. Use when setting up or auditing how a game imports and compresses its assets.
godot-build-release
Run Godot export, CI, and release packaging with reproducible presets and platform-aware checks.
unity-build-release
Run Unity builds, CI, and release packaging with reproducible configuration and platform-aware checks.
unity-engineer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/input-validation.md 2>/dev/null || true !cat…
godot-export-builds
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.hasfeature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction…
test-flakiness
Detect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.