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-nodes-scenesgit 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-nodes-scenes)<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>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-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>- 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 | $0.00086 | $0.01396 |
| Opus 5 | $0.00043 | $0.00698 |
| Sonnet 5 | $0.00017 | $0.00279 |
| Haiku 4.5 | $0.00009 | $0.00140 |
Grade A, and why
godot-nodes-scenes scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Nodes & Scenes (4.x)
Compose games from nodes and scenes, instance them at runtime, and access the tree without crashing on freed or missing nodes. Targets Godot 4.7.
When to use
- Use when structuring
.tscnscenes, choosing how to break a feature into nodes, instancing aPackedScene(bullets, enemies, UI), or setting up autoload singletons. - Use when debugging
get_node()/$Pathreturningnull, 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
- 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. - Make a scene reusable by giving its root a script and exposing
@exportconfig. Save it; it becomes aPackedSceneyou can instance many times. - Instance at runtime with
preload/load→scene.instantiate()→add_child(instance). Set position/state after adding (or before, both work). - Access nodes safely. Use
@onready var x = $Pathfor fixed children; use unique names (%Name) for nodes deep in the tree; never assume a node still exists. - Use autoloads for global state/services (game state, audio, scene switching) — registered in Project Settings > Globals (Autoload), accessible by name everywhere.
- Free nodes with
queue_free()and guard later access withis_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
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.
- 12d ago First seen · 124 lines · 86 tokens per session scan A 27beea0d3994
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.
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.