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-gdscriptgit 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-gdscript)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript/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-gdscript"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript.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 | $0.00101 | $0.01426 |
| Opus 5 | $0.00051 | $0.00713 |
| Sonnet 5 | $0.00020 | $0.00285 |
| Haiku 4.5 | $0.00010 | $0.00143 |
Grade A, and why
godot-gdscript 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 — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal system the way the engine intends. Targets Godot 4.7 (GDScript 2.0).
When to use
- Use when writing or fixing
.gdfiles: declaring variables, functions, classes, using@export/@onready, connecting signals, or awaiting coroutines/signals. - Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
When not to use: scene/node structure and instancing questions →
godot-nodes-scenes; signal architecture/decoupling patterns →
godot-signals-groups; using C# instead of GDScript → godot-csharp.
Core workflow
- Type everything you can. GDScript 2.0 supports static types
(
var hp: int = 10,func add(a: int, b: int) -> int:). Types catch errors at parse time and speed up the VM. Use:=for inferred types. - Use the lifecycle callbacks for their purpose:
_ready()once when the node and its children enter the tree;_process(delta)every rendered frame;_physics_process(delta)on the fixed physics tick (use it for movement/physics). - Grab node references with
@onready, not in_init()— children do not exist until the node enters the tree. - Expose tunables with
@exportso designers edit them in the Inspector. - React to events with signals +
await, not polling, where it reads cleanly. - Run and read errors. The Debugger panel prints typed errors with line numbers; fix the first error first (later ones are often cascades).
Patterns
1. A typed script with lifecycle, @export, and @onready
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
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 · 131 lines · 101 tokens per session scan A b2625f5651fc
godot-gdscript 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 101 tokens to every session and 1,426 once invoked, about $0.0005 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
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
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).
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.
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.