Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/jame581/GodotPrompternpx agentmods add skills/jame581/godotprompter/csharp-signalsWrote 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-signals)<a href="https://agentmods.dev/skills/jame581/godotprompter/csharp-signals"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/csharp-signals/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-signals"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/csharp-signals.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 | $0.00030 | $0.02238 |
| Opus 5 | $0.00015 | $0.01119 |
| Sonnet 5 | $0.00006 | $0.00448 |
| Haiku 4.5 | $0.00003 | $0.00224 |
Grade A, and why
csharp-signals 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 — 224 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Signals in C# (Godot 4.x)
This skill is C# only. For general C# conventions and project setup, see the csharp-godot skill. Godot signals in C# require a different mental model from GDScript: delegates declared with [Signal], strongly-typed +=/-= connections, and mandatory disconnection in _ExitTree(). All examples target Godot 4.x with no deprecated APIs.
Related skills: csharp-godot for C# conventions and project setup, event-bus for global signal hub architecture, component-system for signal-based component communication.
1. Signal Declaration
Signals are declared as public delegate void with the [Signal] attribute inside a partial class that extends a Godot type. The delegate name must end with EventHandler — Godot strips that suffix to produce the signal name exposed to the engine.
using Godot;
public partial class Player : CharacterBody2D
{
// Signal name in engine: "HealthChanged"
[Signal] public delegate void HealthChangedEventHandler(int current, int maximum);
// Signal name in engine: "Died"
[Signal] public delegate void DiedEventHandler();
// Signal name in engine: "ItemCollected"
[Signal] public delegate void ItemCollectedEventHandler(string itemName);
}
Naming rules:
| Delegate name | Engine signal name |
|---|---|
HealthChangedEventHandler |
HealthChanged |
DiedEventHandler |
Died |
ItemCollectedEventHandler |
ItemCollected |
PlayerSpawnedEventHandler |
PlayerSpawned |
Omitting the EventHandler suffix compiles without error but registers no Godot signal — the signal will not appear in the editor and EmitSignal will throw at runtime.
Parameter type constraints: Signal parameters must be Godot-marshallable types: int, float, bool, string, Vector2, Vector3, Color, GodotObject subclasses, GodotDictionary, GodotArray. Plain C# classes, structs, and generics are not allowed as parameters.
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.
- 9d ago First seen · 224 lines · 30 tokens per session scan A c6bc2191a113
csharp-signals is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 27d ago), licensed MIT. It adds 30 tokens to every session and 2,238 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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