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-tilemapgit 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-tilemap)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap/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-tilemap"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap.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 | $0.00097 | $0.01476 |
| Opus 5 | $0.00048 | $0.00738 |
| Sonnet 5 | $0.00019 | $0.00295 |
| Haiku 4.5 | $0.00010 | $0.00148 |
Grade A, and why
godot-tilemap 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 TileMap (4.7 TileMapLayer)
Author tile-based levels with TileMapLayer + TileSet, add per-tile collision and
custom data, autotile with terrains, and manipulate cells at runtime. Targets
Godot 4.7, where TileMapLayer replaces the now-deprecated TileMap node.
When to use
- Use when designing 2D levels from a tile grid, configuring a
TileSet(collision, navigation, custom data, terrains), or reading/writing tiles from code. - Use when migrating a
TileMapnode (single node, many layers) to multipleTileMapLayernodes (one layer each).
When not to use: moving the player across the tiles → godot-2d-movement; general
physics bodies/raycasts → godot-physics; procedural map generation algorithms →
procedural-gen; level design practice → level-design.
Core workflow
- Add a
TileMapLayernode (one per visual/logical layer: background, walls, foreground). Each holds exactly one layer of tiles. - Create or assign a
TileSeton the layer'stile_setproperty. Add an atlas source (a texture sliced into tiles) in the TileSet editor. Save the TileSet as an external.tresso multiple layers/levels reuse it. - Add tile data in the TileSet editor: physics layers (collision polygons),
navigation layers, occlusion, and custom data layers (typed per-tile values like
damageoris_ladder). - Paint in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self- connecting tiles, define a terrain set and paint with Connect/Path mode.
- Enable per-layer collision/navigation via the layer's
collision_enabled/navigation_enabledproperties. - Read/write from code with
local_to_map,set_cell,get_cell_source_id, andget_cell_tile_data(...).get_custom_data(...).
Patterns
1. Convert mouse position to a cell and read its custom data
extends TileMapLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
# local_to_map expects local coords; convert from global first.
var cell := local_to_map(to_local(event.position))
var data := get_cell_tile_data(cell) # TileData or null
if data:
var dmg: int = data.get_custom_data("damage") # custom data layer
print("Cell %s deals %d damage" % [cell, dmg])
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 · 97 tokens per session scan A 2b29349a728e
godot-tilemap 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 97 tokens to every session and 1,476 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
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.