godot-patterns

godot-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,973 once invoked), scanned A, original, MIT.

A collection of Godot game-development patterns using typed GDScript, including a 3D player character with movement, combat, health, collisions, and animations.

In plain words
What is it for?
It helps build character controllers, damage and death handling, health displays, weapon data, and AnimationTree-based player animations.
Why use it?
It gives developers a consistent structure for common player-character code instead of starting these systems from scratch.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/godot-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill godot-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, 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-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/godot-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/godot-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/godot-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/godot-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,973 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01973
Opus 5 $0.00000 $0.00986
Sonnet 5 $0.00000 $0.00395
Haiku 4.5 $0.00000 $0.00197

Measured 5d ago against content hash c4aa760a67cf, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

godot-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 5d 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.

plugins/godot-development/skills/godot-patterns/SKILL.md · 253 lines

How it starts

The opening of the file, as written. The whole thing — 253 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Patterns

Typed GDScript Class Structure

class_name PlayerCharacter extends CharacterBody3D
## Player character controller with movement and combat.
## Requires: CollisionShape3D child, AnimationTree child

signal died
signal health_changed(old_health: float, new_health: float)

const SPEED: float = 6.0
const JUMP_VELOCITY: float = 5.5
const GRAVITY: float = 9.8

@export var max_health: float = 100.0
@export var weapon_data: WeaponData  # Resource reference

@onready var animation_tree: AnimationTree = $AnimationTree
@onready var weapon_pivot: Node3D = $WeaponPivot
@onready var health_bar: ProgressBar = %HealthBar  # % = unique name shortcut

var _current_health: float
var _is_dead: bool = false

func _ready() -> void:
    _current_health = max_health
    animation_tree.active = true

func _physics_process(delta: float) -> void:
    if _is_dead:
        return
    _handle_gravity(delta)
    _handle_movement()
    move_and_slide()

func take_damage(amount: float) -> void:
    if _is_dead:
        return
    var old_health := _current_health
    _current_health = maxf(0.0, _current_health - amount)
    health_changed.emit(old_health, _current_health)
    if _current_health <= 0.0:
        _die()

func _die() -> void:
    _is_dead = true
    set_physics_process(false)  # Stop physics checks, cheaper than bool guard
    died.emit()

func _handle_gravity(delta: float) -> void:
    if not is_on_floor():
        velocity.y -= GRAVITY * delta

func _handle_movement() -> void:
    var input_dir := Input.get_vector(
        &"move_left", &"move_right", &"move_forward", &"move_back"
    )
    var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
    if direction:
        velocity.x = direction.x * SPEED
        velocity.z = direction.z * SPEED
    else:
        velocity.x = move_toward(velocity.x, 0, SPEED)
        velocity.z = move_toward(velocity.z, 0, SPEED)

Scene Inheritance Pattern

# Base scene: Enemy.tscn with Enemy.gd
class_name Enemy extends CharacterBody3D
@export var move_speed: float = 3.0
@export var health: float = 50.0

func _ready() -> void:
    _setup()

func _setup() -> void:
    pass  # Override in subclasses

func attack(target: Node3D) -> void:
    pass  # Override in subclasses

# Inherited scene: GoblinEnemy.tscn extends Enemy.tscn
class_name GoblinEnemy extends Enemy

func _setup() -> void:
    move_speed = 4.0  # Goblins are faster
    health = 30.0

func attack(target: Node3D) -> void:
    # Goblin-specific attack logic
    pass

Read the full file on GitHub · 253 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. 5d ago First seen · 253 lines · 0 tokens per session scan A c4aa760a67cf

Subscribe to this mod's changes

godot-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,973 tokens. 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 2026-08-31.

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