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-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 | $0.01560 |
| Opus 5.5 | $0.00039 | $0.00624 |
| Sonnet 5.5 | $0.00019 | $0.00312 |
| Haiku 4.5 | $0.00010 | $0.00156 |
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 3d 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 — 135 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:
# event.position is in viewport pixels and ignores Camera2D scroll/zoom.
# make_input_local() converts it into this layer's local space.
var local_event := make_input_local(event) as InputEventMouseButton
var cell := local_to_map(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.
- 3d ago Changed · +4 lines c92a7103c764
- 1mo 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 (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 97 tokens to every session and 1,560 once invoked, about $0.0004 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
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…
systematic-param-sweep
A method for tuning several parameters one at a time while observing and recording their individual effects. It uses large changes to discover an effect and smaller changes to refine it.
qa-plan
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…