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 dependency-injectiongit 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/dependency-injection)<a href="https://agentmods.dev/skills/jame581/godotprompter/dependency-injection"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/dependency-injection.svg" alt="Measured on agentmods" 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 | $0.02536 |
| Opus 5 | $0.00014 | $0.01268 |
| Sonnet 5 | $0.00005 | $0.00507 |
| Haiku 4.5 | $0.00003 | $0.00254 |
Grade A, and why
dependency-injection 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 — 298 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Dependency Injection in Godot 4.3+
Patterns for wiring dependencies between systems so nodes stay loosely coupled, swappable, and testable. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: godot-testing for test-friendly architecture, event-bus for signal-based decoupling, godot-project-setup for autoload registration.
1. The Problem
Tight coupling makes code hard to test, extend, and swap. The most common form in Godot is reaching directly into a global autoload from everywhere in the codebase.
# BAD — tight coupling via direct autoload access scattered everywhere
# player.gd
func take_damage(amount: int) -> void:
health -= amount
AudioManager.play_sfx("hurt") # hard dependency on AudioManager
UIManager.update_health_bar(health) # hard dependency on UIManager
if health <= 0:
GameState.record_death() # hard dependency on GameState
# enemy.gd
func attack() -> void:
AudioManager.play_sfx("attack") # same AudioManager dependency again
// BAD — tight coupling via direct autoload / global access scattered everywhere
// Player.cs
public partial class Player : CharacterBody3D
{
private int _health = 100;
public void TakeDamage(int amount)
{
_health -= amount;
GetNode<AudioManager>("/root/AudioManager").PlaySfx("hurt"); // hard dependency
GetNode<UIManager>("/root/UIManager").UpdateHealthBar(_health); // hard dependency
if (_health <= 0)
GetNode<GameState>("/root/GameState").RecordDeath(); // hard dependency
}
}
// Enemy.cs
public partial class Enemy : CharacterBody3D
{
public void Attack()
{
GetNode<AudioManager>("/root/AudioManager").PlaySfx("attack"); // same dependency again
}
}
Problems with this approach:
- Every node that calls
AudioManagerdirectly is coupled to its concrete implementation. - Swapping
AudioManagerfor a different implementation requires changing every caller. - Unit-testing
Playerin isolation is impossible —AudioManager,UIManager, andGameStatemust all exist and be valid. - Autoload initialization order bugs silently break behaviour when scenes load.
- Hidden dependencies make it hard to see what a class actually needs to function.
What ships with it
5 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 · 298 lines · 27 tokens per session scan A da5bfb0b507c
dependency-injection is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 26d ago), licensed MIT. It adds 27 tokens to every session and 2,536 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.
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