beehave

beehave is a skill for Claude Code from jame581/GodotPrompter. It costs 35 tokens per session (2,781 once invoked), scanned A, original, MIT.

A GDScript add-on for Godot that organizes game-agent decisions as behavior trees: connected nodes that choose and run actions. It includes reusable decision nodes, shared data storage, and a visual debugger while the game runs.

In plain words
What is it for?
Use it to build game AI such as movement, combat, or other decision-making agents in Godot. It is intended for GDScript-only projects using Godot 4.1 or newer.
Why use it?
It gives GDScript projects a ready-made way to structure agent behavior without building a behavior-tree system or custom engine. The scene-tree workflow also makes the tree easy to arrange in Godot.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit Use it to build game AI such as movement, combat, or other decision-making agents in Godot. It is intended for GDScript-only projects using Godot 4.1 or newer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/beehave
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.

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

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 61 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 beehave

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/beehave/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/beehave)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/beehave"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/beehave/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.

agentmods 80×15 button for beehave

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/beehave"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/beehave.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,781 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00035 $0.02781
Opus 5.5 $0.00014 $0.01112
Sonnet 5.5 $0.00007 $0.00556
Haiku 4.5 $0.00003 $0.00278

Measured yesterday against content hash 59b35eb91269, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

beehave 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 yesterday.

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/beehave/SKILL.md · 227 lines

How it starts

The opening of the file, as written. The whole thing — 227 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Beehave

Related skills: ai-navigation for the movement leaves drive, state-machine for core-engine FSM, limboai for a heavier C++ BT+HSM alternative, godot-brainstorming for choosing an AI approach.

Addon: Beehave · version v2.9.2 · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design).


1. When to use Beehave

Approach Best for
Core-engine FSM (state-machine skill) Simple agents, < 5 states, no addon
Beehave (GDScript addon) Lightweight BT, GDScript-only projects, fast iteration
LimboAI BT and HSM together, visual editor, C++ performance, C# support (module build)

Choose Beehave when your project is GDScript-only, you want a behavior tree without a custom engine build, and you value a simple node-in-scene-tree authoring workflow. Beehave trees live entirely in the scene tree — every composite, decorator, and leaf is a regular Node child. For a heavier C++/C# solution with HSM integration, use the limboai skill instead. For plain state machines without a BT, use the built-in state-machine skill.

C# note: Beehave has no official C# API (zero .cs files in addons/beehave/). From C# you can call the GDScript API via Godot cross-language interop (GetNode<Node>(...).Call("tick", actor, blackboard)), but Beehave provides no typed C# classes.


2. Install & enable

  1. Godot AssetLib → search "Beehave" → Download → Reload project.
    Or copy the addons/beehave/ folder from the GitHub release into res://addons/beehave/.
  2. Enable the plugin: Project → Project Settings → Plugins → tick Beehave.
    Two autoloads are registered: BeehaveGlobalMetrics and BeehaveGlobalDebugger.
  3. Optional — copy script_templates/ from the addon into the project root for leaf scaffolding templates.

3. Tree composition

Read the full file on GitHub · 227 lines

Files

What ships with it

1 file 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. yesterday Changed · +1 lines 59b35eb91269
  2. 1mo ago First seen · 226 lines · 35 tokens per session scan A 4f7a6c537692

Subscribe to this mod's changes

beehave is a skill published in the GitHub repository jame581/GodotPrompter (866 stars, last pushed 2d ago), licensed MIT. It adds 35 tokens to every session and 2,781 once invoked, about $0.0001 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

roblox-performance

Use when profiling or fixing Roblox performance: low FPS, lag, memory, network load, slow phones, hot paths.

TabooHarmony/roblox-brain · 28 tokens

script-execute

Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.

IvanMurzak/Unity-MCP · 53 tokens

script-delete

Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.

IvanMurzak/Unity-MCP · 52 tokens

script-read

Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.

IvanMurzak/Unity-MCP · 49 tokens

script-update-or-create

Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…

IvanMurzak/Unity-MCP · 80 tokens

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…

gamedev-skills/awesome-gamedev-agent-skills · 121 tokens