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 haxqer/godot-skill --skill godotgit clone --depth 1 https://github.com/haxqer/godot-skillWrote 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/haxqer/godot-skill/godot)<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.
<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>- NVIDIA SkillSpector warn
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.
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 | $0.00346 | $0.09657 |
| Opus 5 | $0.00173 | $0.04829 |
| Sonnet 5 | $0.00069 | $0.01931 |
| Haiku 4.5 | $0.00035 | $0.00966 |
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 11d 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 — 332 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
- Verify which Godot automation path is available before planning edits. Prefer any native or mapped Godot tools in the host agent. Use the bundled headless dispatcher only for the supported file and scene operations listed below.
- Resolve
project_pathto an absolute project directory when a host tool requires it. - Normalize scene and resource paths to
res://...when working directly with the bundled Godot scripts in this skill. - Inspect unfamiliar projects with any available project-discovery tools, or fall back to reading
project.godot, scene files, and scripts directly. - When the task involves art, music, or story, inspect the existing visual style, palette, audio direction, and narrative format before creating new content.
- If the user does not specify a style, preserve any clearly established project direction first. If there is no established direction to follow, default new visual work to a pixel-art style and keep related presentation choices consistent with it.
- Read
references/asset_pipeline.mdonly when the task involves generated art, cutouts, or frame animation assets. - Read
references/architecture_qframework_lite.mdonly when the task involves Godot architecture design, modular refactoring, feature boundaries, controller or system or model responsibilities, command and query separation, or QFramework-style structure. - Read
references/architecture_templates.mdonly when you need a ready folder layout or starter skeletons for GodotGDScriptorC#architecture work. - Read
export_presets.cfgbefore planning export work. Reuse the preset names, bundle identifiers, signing settings, and feature tags that already exist instead of inventing replacements. - Require a local
godotCLI with shell access before using the bundled dispatcher fallback, runtime runner, or CLI export wrapper. The bundled APIs are designed against the current stable Godot docs and verified on Godot4.7(compatible with Godot 4.x). - Read
references/export_targets.mdonly when the task involves packaging, signing, or shipping builds for Android, iOS, Web, Windows, or macOS. - Read
references/gdscript_conventions.mdbefore writing or editing any.gdfile. Generated GDScript must parse and boot first-try: annotate every variable, parameter, and return type, and never use:=where the right-hand side has no concrete static type ($Node,%Unique,get_node(),instantiate(),Dictionary/Arrayreads,JSON.parse_string(),null, or a call into an untyped function). Godot rejects those at parse time — withinference_on_variantshipping set to error — so the project will not start at all. - Read
references/debugging.mdwhen the task involves running the project, reading the Godot debugger's errors, and fixing them. - Read
references/automation_api.mdwhen using inspection,resource_batch,project_batch, tileset/tilemap/gridmap/theme/animation/audio-bus authoring, collision/CSG/navmesh baking, glTF export, replication config, unit-test running, import audit, scenario, environment probe, validation, or export preflight APIs. - Read
references/authoring_recipes.mdwhen the task involves shaders/ShaderMaterial, particles, environment/sky, fonts, multiplayer replication, 3D import options, GDExtension, or feature tags — it gives the generic-op recipes and lists what is editor-only and must not be attempted headlessly (LightmapGI/occluder/reflection-probe bakes, VisualShader graphs). - Read
references/vfx_2d.mdwhen the task involves 2D lighting, particles, parallax, trails, paths, or tile-based levels — it also lists the 4.3+ node deprecations (TileMap→TileMapLayer,ParallaxBackground→Parallax2D). - Read
references/game_ui.mdwhen the task involves menus, HUDs, dialogs, inventories, or anyControlwork — it gives the container-first layout doctrine (the fix for sibling controls piling up at(0, 0)), runnable title/HUD/pause/dialogscene_batchskeletons, a complete gameTheme, and the pixel-art UI rules. - Read
references/tscn_format.mdwhenever a.tscnor.treswill be written or patched as text — a host without shell access cannot run the bundled dispatcher, or an entire new scene is being authored from scratch. Hand-written node hierarchies fail silently: a tree where every node carriesparent="."loads with zero errors and stacks everyControlat (0,0), andcheck_projectdoes not detect it. - Read
references/tween.mdwhen adding code-driven juice (punches, fades, shakes); Tweens are runtime-only and ship inside scripts viaattach_script. - Read
references/localization.mdwhen translating game text or wiring translation files (note: POT template generation is editor-only in Godot 4.x). - Read
references/ci.mdwhen setting up automated test or export pipelines. - Install this skill in a folder named
godotso the folder name matchesname: godotin hosts that validate skill naming.
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.
- agents/openai.yaml 255 B
- references/architecture_qframework_lite.md 5.8 KB
- references/architecture_templates.md 5.1 KB
- references/asset_pipeline.md 3.6 KB
- references/authoring_recipes.md 8.4 KB
- references/automation_api.md 38 KB
- references/ci.md 3.0 KB
- references/debugging.md 17 KB
- references/export_targets.md 4.5 KB
- references/game_ui.md 39 KB
- references/gdscript_conventions.md 13 KB
- references/localization.md 2.0 KB
- references/tscn_format.md 21 KB
- references/tween.md 2.7 KB
- references/vfx_2d.md 3.3 KB
- scripts/assets/chroma_key_cutout.py 7.5 KB runs code
- scripts/audio/setup_audio_buses.gd 5.7 KB
- scripts/core/dispatcher.gd 10 KB
- scripts/core/scene_editor.gd 63 KB
- scripts/core/utils.gd 1.6 KB
- scripts/core/variant_codec.gd 24 KB
- scripts/debug/check_project.gd 10 KB
- scripts/debug/godot_log_parser.py 21 KB runs code
- scripts/debug/probe_environment.py 4.3 KB runs code
- scripts/debug/run_project.py 8.6 KB runs code
- scripts/debug/run_scenario.py 6.4 KB runs code
- scripts/debug/scenario_runner.gd 29 KB
- scripts/debug/validate_project.py 7.6 KB runs code
- scripts/export/export_project.py 11 KB runs code
- scripts/export/gltf_export.gd 3.6 KB
- scripts/import/audit_imports.gd 3.9 KB
- scripts/import/import_project.py 4.2 KB runs code
- scripts/import/set_import_options.gd 3.4 KB
- scripts/inspect/inspect_project.gd 5.7 KB
- scripts/inspect/inspect_resource.gd 2.7 KB
- scripts/inspect/inspect_scene.gd 3.5 KB
- scripts/mesh/export_mesh_library.gd 3.9 KB
- scripts/project/project_batch.gd 11 KB
- scripts/resource/build_replication_config.gd 4.0 KB
- scripts/resource/build_theme.gd 8.7 KB
- scripts/resource/build_tileset.gd 17 KB
- scripts/resource/resource_batch.gd 11 KB
- scripts/scene/add_node.gd 702 B
- scripts/scene/attach_script.gd 633 B
- scripts/scene/bake_collision.gd 1.2 KB
- scripts/scene/bake_csg.gd 1.6 KB
- scripts/scene/build_animation_tree.gd 6.8 KB
- scripts/scene/build_animation.gd 11 KB
- scripts/scene/build_sprite_frames.gd 831 B
- scripts/scene/collision_from_sprite.gd 1.1 KB
- scripts/scene/configure_control.gd 652 B
- scripts/scene/configure_node.gd 635 B
- scripts/scene/connect_signal.gd 637 B
- scripts/scene/create_scene.gd 931 B
- scripts/scene/disconnect_signal.gd 649 B
- scripts/scene/instantiate_scene.gd 651 B
- scripts/scene/load_sprite.gd 680 B
- scripts/scene/paint_gridmap.gd 1.0 KB
- scripts/scene/paint_tilemap.gd 860 B
- scripts/scene/remove_node.gd 625 B
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.
- 11d ago First seen · 332 lines · 346 tokens per session scan A 41f1c144b7a8
godot is a skill published in the GitHub repository haxqer/godot-skill (68 stars, last pushed 17d ago), licensed MIT. It adds 346 tokens to every session and 9,657 once invoked, about $0.0017 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
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components 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).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.