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-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 | $0.01690 |
| Opus 5.5 | $0.00034 | $0.00676 |
| Sonnet 5.5 | $0.00017 | $0.00338 |
| Haiku 4.5 | $0.00009 | $0.00169 |
Grade A, and why
godot-nodes-scenes scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Nodes & Scenes (4.x)
Compose games from nodes and scenes, instance them at runtime, and access the tree without crashing on freed or missing nodes. Targets Godot 4.7.
When to use
- Use when structuring
.tscnscenes, choosing how to break a feature into nodes, instancing aPackedScene(bullets, enemies, UI), or setting up autoload singletons. - Use when debugging
get_node()/$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(). - Check references before you finish. After creating, moving or renaming scenes,
resources or scripts, run
python scripts/check_godot_project.py <project-dir>(no Godot install needed;--jsonfor machine-readable output). Fix everyERROR(missing or wrong-caseres://paths, undeclaredExtResource/SubResourceids, badparent=paths, missing main scene or autoload) and re-run until it exits 0. Warnings such as a stalepath=that Godot still finds by uid are safe but worth fixing. Run the script path relative to this skill directory, or resolve the installed skill path first. It needs Python 3.10+ and nothing else, and it does not replace opening the project in Godot.
What ships with it
2 files 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 · +3 lines fc0096a774a8
- 4d ago Changed · +10 lines b1ebbf0c1f6d
- 1mo 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 (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 86 tokens to every session and 1,690 once invoked, about $0.0003 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
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…