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 jame581/GodotPrompter --skill animation-systemgit 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/animation-system)<a href="https://agentmods.dev/skills/jame581/godotprompter/animation-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/animation-system/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.
<a href="https://agentmods.dev/skills/jame581/godotprompter/animation-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/animation-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00027 | $0.03781 |
| Opus 5 | $0.00014 | $0.01891 |
| Sonnet 5 | $0.00005 | $0.00756 |
| Haiku 4.5 | $0.00003 | $0.00378 |
Grade A, and why
animation-system 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 9d 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 — 334 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animation System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: state-machine for gameplay state management, player-controller for movement that drives animation, component-system for reusable animation components, 2d-essentials for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, 3d-essentials for AnimationTree and 3D animation blending, shader-basics for shader-driven hit flash and dissolve effects, tween-animation for code-driven motion alongside keyframe animation.
1. Core Concepts
AnimationPlayer vs AnimationTree
| Node | Use For | Complexity | Notes |
|---|---|---|---|
AnimationPlayer |
Simple playback, one-shot effects | Low | Play/stop/queue individual clips directly |
AnimationTree |
Blending, transitions, layered animation | Medium-High | State machines and blend trees for smooth transitions |
Rule of thumb: Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).
Animation Workflow
1. Create AnimationPlayer node → holds all animation clips
2. Add tracks in the Animation panel → keyframe properties, methods, audio
3. (Optional) Add AnimationTree → blend/transition logic
4. Trigger from code → play(), travel(), set parameters
2. AnimationPlayer Basics
Scene Structure
Character (CharacterBody2D)
├── Sprite2D
└── AnimationPlayer
AnimationPlayer can animate any property on any sibling or child node: sprite frames, modulate, position, rotation, scale, visibility, collision shape disabled state, method calls (Call Method track), audio playback (Audio Playback track).
What ships with it
9 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.
- references/bone-constraints.md 3.1 KB
- references/common-pitfalls.md 1.7 KB
- references/common-recipes.md 3.1 KB
- references/ik-recipes.md 6.5 KB
- references/ik-solver-comparison.md 1.5 KB
- references/retargeting.md 838 B
- references/skeleton-modifiers.md 2.0 KB
- references/sprite-animation.md 2.1 KB
- references/state-machine-examples.md 1.9 KB
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.
- 9d ago First seen · 334 lines · 27 tokens per session scan A a77e5974560e
animation-system is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 27d ago), licensed MIT. It adds 27 tokens to every session and 3,781 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
roblox-audio
Use when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.