Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/hamzabellouch/agent-skillsnpx agentmods add skills/hamzabellouch/agent-skills/godot-gdscript-patternsWrote 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/hamzabellouch/agent-skills/godot-gdscript-patterns)<a href="https://agentmods.dev/skills/hamzabellouch/agent-skills/godot-gdscript-patterns"><img src="https://agentmods.dev/badge/skills/hamzabellouch/agent-skills/godot-gdscript-patterns.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00053 | $0.02125 |
| Opus 5 | $0.00026 | $0.01063 |
| Sonnet 5 | $0.00011 | $0.00425 |
| Haiku 4.5 | $0.00005 | $0.00213 |
Grade A, and why
godot-gdscript-patterns 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 4d 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 — 260 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Engine 4.x GDScript Architecture & Patterns
This skill guide provides production-grade architectural patterns, memory management protocols, Node composition strategies, frame budget optimizations, and direct Server API patterns for Godot Engine 4.x applications using GDScript.
1. Architectural Patterns & Node Composition
1.1 Composition over Inheritance (Node Pattern)
In Godot 4.x, avoid deep class inheritance trees (CharacterBody3D -> LivingEntity -> Humanoid -> Player). Instead, use small, modular, self-contained Node components attached to entity roots:
Player (CharacterBody3D)
├── HealthComponent (Node)
├── HitboxComponent (Area3D)
├── InventoryComponent (Node)
└── StateMachine (Node)
├── IdleState (Node)
└── MoveState (Node)
1.2 Custom Resource-Driven Architecture
Godot Resource objects represent scriptable data containers. Leverage Resources for:
- Shared immutable configuration (Item definitions, Ability stats).
- Decoupled state persistence (Save games, UI models).
- Modular behavior strategies (Custom AI behavior algorithms passed as Resource references).
1.3 Signal Bus Pattern (Global Event Conduit)
Decouple disparate systems (e.g., Combat System triggering UI Score Updates) using an Autoload Signal Bus rather than direct node references.
[ Combat System ] ---> emits signal ---> [ Global SignalBus (Autoload) ]
|
v
[ UI Score Display Listener ]
2. Memory Management & Lifecycle Protocols
2.1 Object Types: RefCounted vs. Node / Object
| Class Type | Memory Strategy | Lifecycle Method | Allocation Overhead |
|---|---|---|---|
RefCounted |
Automatic Reference Counting | Replaced when reference count hits zero. | Very Low |
Node / Object |
Manual Garbage Management | Must call queue_free() or free(). |
High (Node tree overhead) |
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.
- 4d ago First seen · 260 lines · 53 tokens per session scan A 2559d3d67356
godot-gdscript-patterns is a skill published in the GitHub repository hamzabellouch/agent-skills (4 stars, last pushed 1mo ago), licensed MIT. It adds 53 tokens to every session and 2,125 once invoked, about $0.0003 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 2026-09-03.
Other skills, from other repositories
godot-csharp
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…
unity-csharp-scripting
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…
unity-vrc-udon-sharp
UdonSharp scripting skill for VRChat SDK 3.10.5 (active and verified target). Use when writing, reviewing, debugging, or migrating UdonSharp C# and UdonBehaviour code. Positive triggers include UdonSharp, NetworkCallable, NetworkCalling, CallingPlayer, Udon network authorization, synced runtime state, a local public…
refactoring-csharp
Rename and refactor C# symbols in a .NET solution or multi-solution monorepo with a one-shot Roslyn CLI. Use when the user asks to rename a symbol, preview impact, update references across a solution, or refactor shared projects across several solutions.
unity-csharp-editing
Use when creating or changing Unity C# files, preflighting code, waiting for compilation, writing focused tests, or renaming serialized fields.
godot-prompter-csharp-godot
Imported GodotPrompter guidance for csharp-godot workflows in game development projects.