addon-development

addon-development is a skill for Claude Code, Codex from jame581/GodotPrompter. It costs 24 tokens per session (3,135 once invoked), scanned A, original, MIT.

A guide to creating plugins that extend the Godot editor. It covers editor scripts, custom inspectors, dock panels, new node types, 3D tools, and toolbar controls.

In plain words
What is it for?
Use it to build editor panels, custom property editors, node icons, inspector behavior, 3D gizmos, or other project-specific editor tools.
Why use it?
It explains the project structure and editor APIs needed to add custom tools inside Godot.

Skill for Claude CodeCodex

Part of the godot-prompter plugin — 65 skills, 9 agents, 2 hooks shipped together

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/jame581/godotprompter/addon-development
Any agent
npx skills add jame581/GodotPrompter --skill addon-development
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code, Codex.

Or install godot-prompter, the plugin that ships this one along with the rest of its 65 skills, 9 agents, 2 hooks.

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 addon-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/addon-development.svg)](https://agentmods.dev/skills/jame581/godotprompter/addon-development)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/addon-development"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/addon-development.svg" alt="Measured on agentmods" height="20"></a>
Per session 24 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,135 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 $0.00024 $0.03135
Opus 5 $0.00012 $0.01568
Sonnet 5 $0.00005 $0.00627
Haiku 4.5 $0.00002 $0.00314

Measured 5d ago against content hash 2a67193f9fcb, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

addon-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 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.

skills/addon-development/SKILL.md · 327 lines

How it starts

The opening of the file, as written. The whole thing — 327 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Addon Development in Godot 4.3+

Editor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: resource-pattern for custom Resource editors, godot-ui for editor panel UI, csharp-godot for C# plugin development.


1. Plugin Structure

Every plugin lives inside addons/ at the project root. Godot discovers plugins by scanning for plugin.cfg files.

res://
└── addons/
    └── my_plugin/
        ├── plugin.cfg          # required — plugin metadata
        ├── plugin.gd           # main EditorPlugin script (named in plugin.cfg)
        ├── my_inspector.gd     # optional — EditorInspectorPlugin
        ├── my_dock.tscn        # optional — dock panel scene
        └── icons/
            └── my_node.svg     # optional — custom node icons

plugin.cfg is a plain INI file. Godot reads it when scanning addons/. The script key must point to the main plugin script relative to the plugin folder.

Enable the plugin: Project → Project Settings → Plugins → tick the checkbox next to your plugin name.


2. @tool Annotation

@tool makes a GDScript (or its C# equivalent) run inside the editor process as well as at runtime. Without it, the script only runs when the game is playing.

GDScript

@tool
extends Sprite2D

# Engine.is_editor_hint() is true when running inside the editor,
# false during a running game. Use it to guard editor-only logic.
func _process(delta: float) -> void:
    if Engine.is_editor_hint():
        # This block runs in the editor viewport — safe to call editor APIs.
        update_configuration_warnings()
    else:
        # Normal game logic here.
        pass


# _get_configuration_warnings() returns an array of strings shown as
# yellow warning icons on the node in the Scene panel.
func _get_configuration_warnings() -> PackedStringArray:
    var warnings := PackedStringArray()
    if texture == null:
        warnings.append("Texture is not set. Assign a Texture2D in the Inspector.")
    return warnings

Read the full file on GitHub · 327 lines

Files

What ships with it

4 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. 5d ago First seen · 327 lines · 24 tokens per session scan A 2a67193f9fcb

Subscribe to this mod's changes

addon-development is a skill published in the GitHub repository jame581/GodotPrompter (663 stars, last pushed 22d ago), licensed MIT. It adds 24 tokens to every session and 3,135 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.