csharp-signals

csharp-signals is a skill for Claude Code from jame581/GodotPrompter. It costs 30 tokens per session (2,238 once invoked), scanned A, original, MIT.

Guidance for using Godot signals from C# code. Signals are event messages that let one game object notify other objects when something happens.

In plain words
What is it for?
Use it to declare signals, connect and disconnect handlers, emit events, and wait for signals asynchronously in C# Godot projects.
Why use it?
It explains the C#-specific syntax and connection cleanup needed for event-driven game code.

Skill for Claude Code

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

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is _player = GetNode<Player>("../Player");.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to declare signals, connect and disconnect handlers, emit events, and wait for signals asynchronously in C# Godot projects.

Compare 6 skills from other repositories ↓
Install

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.

Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter
agentmods
npx agentmods add skills/jame581/godotprompter/csharp-signals

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 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 csharp-signals

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/csharp-signals/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/csharp-signals)
Your own site
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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 csharp-signals

Your own site · 80×15
<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>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,238 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 $0.00030 $0.02238
Opus 5 $0.00015 $0.01119
Sonnet 5 $0.00006 $0.00448
Haiku 4.5 $0.00003 $0.00224

Measured 9d ago against content hash c6bc2191a113, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/csharp-signals/SKILL.md · 224 lines

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.

Read the full file on GitHub · 224 lines

Files

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.

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. 9d ago First seen · 224 lines · 30 tokens per session scan A c6bc2191a113

Subscribe to this mod's changes

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.