godot-resources

godot-resources is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 92 tokens per session (1,261 once invoked), scanned A, original, Apache-2.0.

A guide to storing Godot 4 game data as reusable Resource files. Godot is a game engine; these files hold things such as item definitions, enemy settings, dialogue, or level details separately from game logic.

In plain words
What is it for?
Use it to define typed data, create and edit .tres or .res files, connect data to game objects, and load resources when needed, including in background threads.
Why use it?
It keeps editable game data out of hard-coded scripts and lets developers change it in Godot’s Inspector, the editor panel for object properties.

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 define typed data, create and edit .tres or .res files, connect data to game objects, and load resources when needed, including in background threads.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources
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-resources
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.

agentmods badge for godot-resources

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources/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.

agentmods 80×15 button for godot-resources

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-resources.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,261 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 $0.00092 $0.01261
Opus 5 $0.00046 $0.00630
Sonnet 5 $0.00018 $0.00252
Haiku 4.5 $0.00009 $0.00126

Measured 12d ago against content hash c44678e5ce98, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-resources 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-resources/SKILL.md · 121 lines

How it starts

The opening of the file, as written. The whole thing — 121 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Resources (4.x)

Model game data as reusable, Inspector-editable Resource objects instead of hard-coded values, and load/save them as .tres/.res. Targets Godot 4.7.

When to use

  • Use when representing items, stats, enemy configs, dialogue lines, or level metadata as data; authoring .tres files in the Inspector; or loading/saving custom resources.

When not to use: nodes/scene structure → godot-nodes-scenes; saving the player's runtime progress (engine-agnostic save format/slots) → save-systems; the C# variant of this pattern → godot-csharp.

Core workflow

  1. Subclass Resource with class_name and @export fields. It now appears in the "New Resource" dialog and as an @export type, editable in the Inspector.
  2. Create instances as .tres files in the FileSystem dock (text, diff-friendly) or .res (binary, smaller/faster). Edit their fields in the Inspector — no code needed.
  3. Reference resources from nodes via @export var data: ItemResource, or arrays @export var loot: Array[ItemResource].
  4. Load at runtime with preload (constant path) or load/ResourceLoader.load (variable path). Use threaded loading for large assets.
  5. Duplicate before mutating a shared resource at runtime, or every node using it changes too (resources are shared references).
  6. Save generated/edited resources with ResourceSaver.save.

Patterns

1. A custom data resource

# item.gd
extends Resource
class_name ItemResource

@export var id: StringName = &""
@export var display_name: String = "Item"
@export_multiline var description: String = ""
@export var icon: Texture2D
@export var max_stack: int = 99
@export var value: int = 0

Create sword.tres from this class in the FileSystem dock and fill it in the Inspector.

2. Consume resources from a node

extends Node
@export var starting_items: Array[ItemResource] = []   # drag .tres files in the Inspector

func _ready() -> void:
    for item in starting_items:
        print("Have: %s (x%d max)" % [item.display_name, item.max_stack])

Read the full file on GitHub · 121 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 · 121 lines · 92 tokens per session scan A c44678e5ce98

Subscribe to this mod's changes

godot-resources 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 92 tokens to every session and 1,261 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.