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 agentmods add skills/jame581/godotprompter/addon-developmentnpx skills add jame581/GodotPrompter --skill addon-developmentgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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/jame581/godotprompter/addon-development)<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>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 | $0.00024 | $0.03135 |
| Opus 5 | $0.00012 | $0.01568 |
| Sonnet 5 | $0.00005 | $0.00627 |
| Haiku 4.5 | $0.00002 | $0.00314 |
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.
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
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.
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.
- 5d ago First seen · 327 lines · 24 tokens per session scan A 2a67193f9fcb
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.
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