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 roblox-charactersgit 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/roblox-characters)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-characters"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-characters/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/roblox-characters"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-characters.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00094 | $0.01900 |
| Opus 5.5 | $0.00038 | $0.00760 |
| Sonnet 5.5 | $0.00019 | $0.00380 |
| Haiku 4.5 | $0.00009 | $0.00190 |
Grade A, and why
roblox-characters 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 — 169 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox characters
Treat a Player as the durable identity and each Character as a replaceable session with its own
references, connections, animation tracks, and cleanup. Targets Roblox's rolling platform APIs.
When to use
- Use for player-character lifecycle, Humanoid state/movement, rigs, animations, tools, accessories, custom characters, death, or respawn defects.
- Use whenever code stores a Character/Humanoid/root reference longer than one spawn.
When not to use: general physics queries and constraints belong to roblox-physics; remote
trust belongs to roblox-networking; camera logic belongs to camera-systems.
Workflow
- Inspect the character contract. Check avatar settings,
StarterCharacter,StarterCharacterScripts,CharacterAutoLoads, R6/R15 support, existing Animate/controller scripts, tools, tags, collision groups, and server/client ownership. - Separate scopes. Player-scope state survives respawn; character-scope state does not. Put character connections/tracks/resources in one cleanup scope and destroy it on removal.
- Bind existing and future characters. Connect
CharacterAdded, then bindplayer.Characterif present. Do not assume event subscription alone sees a character that already spawned. - Resolve required components defensively. Wait with a timeout where replication warrants it;
validate
Humanoid, root,Animator, and rig assumptions. Abort if that character is no longer current before applying delayed work. - Choose movement ownership. Use Humanoid movement for standard avatars; use
AssemblyLinearVelocity,BasePart:ApplyImpulse(), or aLinearVelocity/AlignPositionconstraint only for mechanics that need physical control. Keep gameplay authority and network ownership implications explicit. - Own animation lifecycle. Load via the rig's
Animator; store tracks/connections; use named markers for gameplay timing only with server validation; stop/disconnect on character cleanup. - Verify lifecycle stress. Spawn, die, reset, rapid-respawn, swap rig if supported, equip/drop tools, leave during setup, and run with at least two players when character interactions matter.
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 · +5 lines e5ca39a32a1f
- 1mo ago Changed · +7 lines f3eb428069a2
- 1mo ago First seen · 157 lines · 94 tokens per session scan A a23c010f2ba5
roblox-characters 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 94 tokens to every session and 1,900 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 2026-09-09.
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…