godot-development

godot-development is a skill for Claude Code from HermeticOrmus/claude-code-game-development. It costs 77 tokens per session (3,612 once invoked), scanned A, original, MIT.

A reference library of Godot 4 patterns and common mistakes. It explains choices such as signals versus direct calls, physics bodies, shared resources, input handling, typed code, object pooling, services, and tests.

In plain words
What is it for?
Use it while designing, writing, reviewing, or debugging Godot 4 code, especially scene communication, resource ownership, physics, input, and GUT tests.
Why use it?
Godot has engine-specific behaviours that can cause bugs or confusing code, such as resources being shared by default. These patterns help developers make consistent choices and avoid those traps.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-development plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it while designing, writing, reviewing, or debugging Godot 4 code, especially scene communication, resource ownership, physics, input, and GUT tests.

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

Made for: Claude Code.

Or install godot-development, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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-development

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/godot-development"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/godot-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,612 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.
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 $0.00077 $0.03612
Opus 5.5 $0.00031 $0.01445
Sonnet 5.5 $0.00015 $0.00722
Haiku 4.5 $0.00008 $0.00361

Measured 15d ago against content hash abebbe75ec3b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-development 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 15d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/godot-development/skills/godot-development/SKILL.md · 409 lines

How it starts

The opening of the file, as written. The whole thing — 409 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot development pattern library

Reference patterns for Godot 4 development. Use as lookup when designing or reviewing Godot code.

Signal vs. direct call decision

Case Choose
Emitter doesn't know listeners (achievement system, sound manager) Signal
Emitter knows exactly one listener and the relationship is tight Direct call
Multiple listeners with shared interest Signal
Receiver needs to return a value to caller Direct call
Order of execution matters Direct call (signals are deferred by default)
Crossing scene boundaries Signal (or autoload)

Convention: signal names are past-tense verbs (died, damaged, level_completed).

Resource sharing

The trap: @export var config: ConfigResource gives every instance the SAME resource. Modifying it affects all instances.

Safe patterns:

# Pattern A: Always duplicate
@onready var my_config: ConfigResource = config.duplicate()

# Pattern B: Make Unique in Inspector
# Right-click resource → Make Unique. Per-scene instance.

# Pattern C: Treat as immutable
# Document + discipline. Never write to config from runtime code.

Input handling matrix

Source Use for
Input.is_action_pressed("name") in _process Continuous input (movement) — but adds 1 frame latency
Input.is_action_just_pressed("name") in _process One-shot input — same latency caveat
_unhandled_input(event) with event.is_action_pressed("name") One-shot input with no latency
_input(event) with event.is_action_pressed("name") Input that should ignore GUI focus
_gui_input(event) UI input only (on Control nodes)

Physics body decision

Body Use when
CharacterBody2D / CharacterBody3D Player or NPC under direct control
RigidBody2D / RigidBody3D Object responds to physics forces
RigidBody* with freeze_mode = KINEMATIC Want physics events but control velocity directly
StaticBody* Immovable collider (wall, floor)
AnimatableBody* Moving platform — animates but pushes RigidBody correctly
Area2D / Area3D Trigger volume, no collision response

Read the full file on GitHub · 409 lines

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. 15d ago First seen · 409 lines · 77 tokens per session scan A abebbe75ec3b

Subscribe to this mod's changes

godot-development is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 77 tokens to every session and 3,612 once invoked, about $0.0003 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 2026-10-01.

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