godot

godot is a skill for Codex from haxqer/godot-skill. It costs 245 tokens per session (19,824 once invoked), scanned A, original, MIT.

A toolkit for inspecting and changing Godot game projects, including scenes, settings, tiles, user interfaces, animation, audio, and some 3D features. Godot is a game engine used to build 2D and 3D games.

In plain words
What is it for?
Use it to inspect a Godot project, edit its scenes and resources, create tilemaps and interfaces, set up animation and audio routing, or adjust selected 3D game elements.
Why use it?
It gives a coding agent defined workflows for working with Godot project files and checking which Godot automation tools are available. This reduces the need to make manual edits without understanding the project structure.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to inspect a Godot project, edit its scenes and resources, create tilemaps and interfaces, set up animation and audio routing, or adjust selected 3D game elements.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/haxqer/godot-skill/godot
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 haxqer/godot-skill --skill godot
Clone the repo
git clone --depth 1 https://github.com/haxqer/godot-skill

Made for: Codex.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/haxqer/godot-skill/godot"><img src="https://agentmods.dev/badge/skills/haxqer/godot-skill/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 245 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 19,824 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
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 2 findings, up to high

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • high Anti-Refusal · line 80
    Skill instructs the agent to omit warnings, disclaimers, or ethical commentary. Stripping safety caveats hides risk from the user and is a common jailbreak preamble.
    Fix: Remove instructions that suppress warnings, disclaimers, or ethical commentary. Let the agent surface safety-relevant caveats to the user.
  • medium Memory Poisoning · line 97
    Skill attempts to fill the context window with filler content, displacing legitimate instructions and safety constraints. This can degrade agent performance or bypass safety boundaries.
    Fix: Implement context-window management that detects and rejects padding or stuffing attempts. Prioritize system instructions over user-injected content.
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 $0.00245 $0.19824
Opus 5.5 $0.00098 $0.07930
Sonnet 5.5 $0.00049 $0.03965
Haiku 4.5 $0.00024 $0.01982

Measured 1mo ago against content hash 1a15711ab1d8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot 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 1mo ago.

The scan reads SKILL.md. This mod also ships 14 executable files (scripts/assets/chroma_key_cutout.py, scripts/assets/make_music.py, scripts/assets/make_sfx.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skill/godot/SKILL.md · 502 lines

How it starts

The opening of the file, as written. The whole thing — 502 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot

Use this skill to inspect and modify Godot projects with the bundled workflows, scripts, and any available host-native Godot automation tooling, including gameplay presentation work such as art generation, frame animation integration, and project-native integration of provided or separately generated music and story content.

Start

Route By Task

Task Read / run Verify
New project from nothing scripts/project/scaffold_project.py DEST --preset pixel2d|hd2d|3d|ui (hand-run version: references/playbooks.md §1) its validate.counts → errors and warnings both 0
Any engine class, method, signal or constant you are about to type scripts/docs/api_lookup.py CharacterBody2D.move_and_slide (references/api_lookup.md) exit 0 prints the exact 4.7 signature; a wrong name exits 1 with the nearest real ones
Player controller (2D/3D) templates/gdscript/player_*.gd, playbooks §2, §3, §12, §21 run_scenario.py → "ok": true
Enemy, damage, health, projectiles, waves templates/gdscript/{enemy_patrol_2d,enemy_chase_nav_2d,health,hitbox,hurtbox,projectile,shooter,wave_spawner}.gd, playbooks §4, §19 run_scenario.py → "ok": true
State machine templates/gdscript/{state,state_machine}.gd, playbook §4 run_project.py → counts.errors == 0
Tile level build_tileset + paint_tilemap ascii_map, playbook §5 inspect_tilemap "format":"text" rows match
Menu / theme references/game_ui.md, playbook §6 run_scenario.py ui_report → findings=0
HUD, pause, dialog, branching dialogue, settings templates/gdscript/{hud,pause_menu,dialog_box,dialogue_runner,choice_list,settings,settings_menu,input_remap}.gd, playbooks §7–§9, §16, §17 run_scenario.py ui_report → findings=0
Items, inventory, loot, save / load templates/gdscript/{item_data,inventory,loot_table,inventory_ui,save_manager}.gd, playbooks §10, §15 run_tests.py → "ok": true
A whole small game (collectathon, wave shooter, sokoban, 3D third-person) references/playbooks.md §18–§21, finishing checklist §22 the scripted scenario wins the level; §22's five commands exit 0
Art with no image generator; cleaning generated art references/pixel_art.md, draw_image, process_image, playbook §14 payload frame_reports[*].rows reads back what you drew; inspect_image expect
Sound effects and music references/audio.md, scripts/assets/make_sfx.py, scripts/assets/make_music.py, playbook §13 inspect_audio expect → exit 0
Shader effect (flash, outline, dissolve, CRT, toon, water…) templates/shaders/*.gdshader, references/shaders.md check_project → failed_count == 0; screenshot expect
Scene fades, music, SFX wiring templates/gdscript/{scene_transition,audio_manager}.gd, playbook §11 validate_project.py → counts.warnings == 0
Writing or editing any .gd references/gdscript_conventions.md, then lint_project.py lint_project.py → counts.errors == 0
Project written for Godot 3 references/godot3_to_4.md lint_project.py --only godot3_api,godot3_shader → counts.errors == 0
Custom data (class_name X extends Resource) resource_batch with script, typed JSON __script inspect_resource → script_class
Hand-writing .tscn/.tres text references/tscn_format.md inspect_scene nesting matches intent
Moving, renaming or reorganising files never mv — scripts/project/move_resource.py PROJECT SRC DST (--map for many, --dry-run to preview) its verify.new_missing == [], then validate_project.py → "ok": true
Forgot an op's parameters, or what tools exist dispatcher help '{}' / help '{"op":"add_node"}' the printed command runs as-is
No op fits, or a quick logic check run_gdscript '{"code":"return …"}' (references/api_lookup.md) "ok": true; a parse or runtime error exits 1 with code:<line>
Player falls through the floor, sprite or particles silently do nothing, collisions never fire references/node_config.md, validate_project.py check_project → config_warning_count == 0, physics_layers.findings == []
Runtime errors or a project that will not boot references/debugging.md run_project.py → "ok": true
Errors in scenes and input paths a boot never reaches; leaks, hangs scripts/debug/smoke_scenes.py PROJECT --seconds 2 --jobs 4 --fuzz exit 0, every scenes[] entry ok
Unit-testing game logic (no addon, no download) references/testing.md, scripts/test/run_tests.py PROJECT --init-mini "ok": true, counts.tests > 0
Verifying anything without vision or hearing references/automation_api.md "Verification Without Vision" dump_tree / ui_report / spatial_report / inspect_image / inspect_tilemap / inspect_audio
Is it on screen, in the floor, lit, in front of the camera (2D/3D) references/spatial_verification.md run_scenario.py spatial_report fail_on → findings=0
Packaging a build, from no preset at all references/export_targets.md, add_export_preset, scripts/export/export_project.py artifact exists; scripts/export/serve_web.py DIR --check → "ok": true

Read the full file on GitHub · 502 lines

Files

What ships with it

60 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.

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. 1mo ago Changed · +119 lines · -41 tokens per session 1a15711ab1d8
  2. 1mo ago Changed · +51 lines · -60 tokens per session 92ab8065833e
  3. 2mo ago First seen · 332 lines · 346 tokens per session scan A 41f1c144b7a8

Subscribe to this mod's changes

godot is a skill published in the GitHub repository haxqer/godot-skill (254 stars, last pushed 1mo ago), licensed MIT. It adds 245 tokens to every session and 19,824 once invoked, about $0.0010 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.

Related

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godot next to 6 skills from other repositories
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