godot-nodes-scenes

godot-nodes-scenes is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 86 tokens per session (1,396 once invoked), scanned A, original, Apache-2.0.

A guide to organising Godot 4.7 games with nodes and scenes. In Godot, a scene is a saved tree of objects called nodes that can be reused and combined.

In plain words
What is it for?
Use it to design .tscn scenes, create reusable game objects, spawn scenes at runtime, navigate the scene tree, and set up autoload singletons.
Why use it?
It helps prevent broken node references and unsafe access to objects that are missing or already freed.

Skill for Claude Code

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

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit Use it to design .tscn scenes, create reusable game objects, spawn scenes at runtime, navigate the scene tree, and set up autoload singletons.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-nodes-scenes
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-nodes-scenes
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 15 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.

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README.md
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Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-nodes-scenes"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-nodes-scenes/github.svg" alt="Measured on agentmods" height="20"></a>

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Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-nodes-scenes"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-nodes-scenes.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,396 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 8 Aug 2026
  • Snyk pass 8 Aug 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 $0.00086 $0.01396
Opus 5 $0.00043 $0.00698
Sonnet 5 $0.00017 $0.00279
Haiku 4.5 $0.00009 $0.00140

Measured 12d ago against content hash 27beea0d3994, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-nodes-scenes 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 12d 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-nodes-scenes/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Nodes & Scenes (4.x)

Compose games from nodes and scenes, instance them at runtime, and access the tree without crashing on freed or missing nodes. Targets Godot 4.7.

When to use

  • Use when structuring .tscn scenes, choosing how to break a feature into nodes, instancing a PackedScene (bullets, enemies, UI), or setting up autoload singletons.
  • Use when debugging get_node() / $Path returning null, or "Attempt to call on a previously freed instance".

When not to use: GDScript language/syntax → godot-gdscript; signal-based decoupling → godot-signals-groups; physics bodies/collisions → godot-physics.

Core workflow

  1. Model with composition. A scene is a tree of nodes saved as .tscn. Build small, single-purpose scenes (Player, Bullet, Enemy) and compose larger scenes from them. Favor adding child nodes over deep inheritance.
  2. Make a scene reusable by giving its root a script and exposing @export config. Save it; it becomes a PackedScene you can instance many times.
  3. Instance at runtime with preload/loadscene.instantiate()add_child(instance). Set position/state after adding (or before, both work).
  4. Access nodes safely. Use @onready var x = $Path for fixed children; use unique names (%Name) for nodes deep in the tree; never assume a node still exists.
  5. Use autoloads for global state/services (game state, audio, scene switching) — registered in Project Settings > Globals (Autoload), accessible by name everywhere.
  6. Free nodes with queue_free() and guard later access with is_instance_valid().

Patterns

1. Instance a scene at runtime

extends Node2D

const BULLET := preload("res://bullet.tscn")   # preload: loaded at compile time

func shoot(at: Vector2, dir: Vector2) -> void:
    var bullet := BULLET.instantiate()         # create an instance of the scene
    bullet.global_position = at
    bullet.direction = dir                      # set exported/public state
    add_child(bullet)                           # now it's in the tree and runs

Read the full file on GitHub · 124 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. 12d ago First seen · 124 lines · 86 tokens per session scan A 27beea0d3994

Subscribe to this mod's changes

godot-nodes-scenes 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 86 tokens to every session and 1,396 once invoked, about $0.0004 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.