CLI-Anything turns software and services into command-line interfaces that AI agents can use to perform tasks and produce artifacts. It is intended for people building or using agent workflows with tools such as coding assistants, design software, and other applications. The catalogue entries are skills, commands, a plugin, and a rule for working with CLI-Anything.
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 HKUDS/CLI-Anything --skill cli-anything-godotgit clone --depth 1 https://github.com/HKUDS/CLI-AnythingWrote 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/hkuds/cli-anything/cli-anything-godot)<a href="https://agentmods.dev/skills/hkuds/cli-anything/cli-anything-godot"><img src="https://agentmods.dev/badge/skills/hkuds/cli-anything/cli-anything-godot.svg" alt="Measured on agentmods" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector warn
SkillSpector: 1 finding, 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 YARA Match · line 14 YARA rule matched a known malware signature (reverse shell, backdoor, ransomware, C2 framework, or info stealer).Fix: Remove the malware payload or compromised file entirely. Investigate how it entered the skill and audit all other artifacts for additional indicators of compromise.
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 | $0.00024 | $0.00685 |
| Opus 5 | $0.00012 | $0.00342 |
| Sonnet 5 | $0.00005 | $0.00137 |
| Haiku 4.5 | $0.00002 | $0.00068 |
Grade A, and why
cli-anything-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 8d 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 — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Engine CLI
Agent-native CLI for the Godot game engine. Manage projects, scenes, exports, and GDScript execution from the command line.
Installation
pip install git+https://github.com/HKUDS/CLI-Anything.git#subdirectory=godot/agent-harness
Requirements
- Godot 4.x on PATH (or set GODOT_BIN env var)
Commands
Project Management
# Create a new Godot project
cli-anything-godot project create <path> [--name "My Game"]
# Get project info (name, features, main scene)
cli-anything-godot --json -p <project> project info
# List all scenes
cli-anything-godot --json -p <project> project scenes
# List all scripts
cli-anything-godot --json -p <project> project scripts
# List all resources
cli-anything-godot --json -p <project> project resources
# Re-import project resources
cli-anything-godot -p <project> project reimport
Scene Operations
# Create a new scene with root node type
cli-anything-godot -p <project> scene create scenes/Level1.tscn --root-type Node3D
# Read scene structure (nodes, resources, connections)
cli-anything-godot --json -p <project> scene read scenes/Level1.tscn
# Add a child node to a scene
cli-anything-godot -p <project> scene add-node scenes/Level1.tscn --name Player --type CharacterBody3D --parent .
GDScript Execution
# Run a GDScript file (must extend SceneTree)
cli-anything-godot -p <project> script run tools/build_navmesh.gd
# Run inline GDScript code
cli-anything-godot -p <project> script inline 'print(ProjectSettings.get_setting("application/config/name"))'
# Validate GDScript syntax
cli-anything-godot -p <project> script validate scripts/player.gd
Export
# List configured export presets
cli-anything-godot --json -p <project> export presets
# Export all presets
cli-anything-godot -p <project> export build
# Export a specific preset
cli-anything-godot -p <project> export build --preset "Windows Desktop" --output build/game.exe
Engine
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.
- 8d ago First seen · 107 lines · 24 tokens per session scan A b3ad25db9140
cli-anything-godot is a skill published in the GitHub repository HKUDS/CLI-Anything (49,083 stars, last pushed 17d ago), licensed Apache-2.0. It adds 24 tokens to every session and 685 once invoked, about $0.0001 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).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
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.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.