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 csharp-godotgit 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/csharp-godot)<a href="https://agentmods.dev/skills/jame581/godotprompter/csharp-godot"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/csharp-godot/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/csharp-godot"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/csharp-godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- 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 Prompt Injection · line 64 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
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 | $0.00034 | $0.04021 |
| Opus 5 | $0.00017 | $0.02011 |
| Sonnet 5 | $0.00007 | $0.00804 |
| Haiku 4.5 | $0.00003 | $0.00402 |
Grade A, and why
csharp-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 10d 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 — 350 lines — stays where its author put it; the contents beside it link to each section on GitHub.
C# in Godot 4.3+
This skill covers C#-specific conventions, API differences from GDScript, project setup, and interop patterns. All examples are C# only. Target Godot 4.3+ with the GodotSharp NuGet package.
Related skills: csharp-signals for C# signal patterns, godot-project-setup for C# project scaffolding, godot-testing for C# testing with gdUnit4, gdextension for native C++ when C# is not enough, multithreading for C# concurrency.
1. C# vs GDScript Syntax Comparison
| GDScript | C# Equivalent | Notes |
|---|---|---|
var x = 5 |
var x = 5; or typed int x = 5; |
C# var infers type at compile time |
func MyMethod() -> void: |
public void MyMethod() { } |
Methods are PascalCase in C# |
signal health_changed(amount: int) |
[Signal] delegate void HealthChangedEventHandler(int amount); |
Must use EventHandler suffix |
@export var speed: float = 100.0 |
[Export] public float Speed { get; set; } = 100f; |
PascalCase, property syntax |
@onready var label = $Label |
private Label _label; + _label = GetNode<Label>("Label"); in _Ready() |
No @onready equivalent; use _Ready() |
match value: |
switch (value) { case X: break; } |
C# switch also supports pattern matching |
class_name MyClass |
[GlobalClass] public partial class MyClass : GodotObject { } |
Requires [GlobalClass] attribute |
extends Node |
public partial class MyScript : Node { } |
Inheritance via : |
preload("res://scene.tscn") |
GD.Load<PackedScene>("res://scene.tscn") |
Loaded at runtime, not compile time |
push_error("msg") |
GD.PushError("msg"); |
Prints to Godot error log |
print("msg") |
GD.Print("msg"); |
Also: GD.PrintS(), GD.PrintT() |
node is CharacterBody2D |
node is CharacterBody2D |
Same keyword, same semantics |
node as CharacterBody2D |
node as CharacterBody2D |
Returns null on failure in both |
await signal_name |
await ToSignal(source, SignalName.X); |
Must use ToSignal() wrapper |
Array |
Godot.Collections.Array |
Not System.Collections.Generic.List<T> |
Dictionary |
Godot.Collections.Dictionary |
Not System.Collections.Generic.Dictionary<K,V> |
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.
- 10d ago First seen · 350 lines · 34 tokens per session scan A fc7f3d1cc78d
csharp-godot is a skill published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 34 tokens to every session and 4,021 once invoked, about $0.0002 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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