event-bus

event-bus is a skill for Claude Code from jame581/GodotPrompter. It costs 22 tokens per session (2,568 once invoked), scanned A, original, MIT.

A shared signal hub for Godot 4.3+ games. It lets unrelated game objects communicate through one central place without keeping direct references to one another.

In plain words
What is it for?
Use it for events such as a player dying, a score changing, or audio and user-interface systems reacting to gameplay.
Why use it?
It reduces connections between game objects, so changing one object is less likely to require changes across many others.

Skill for Claude Code

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

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

Good fit Use it for events such as a player dying, a score changing, or audio and user-interface systems reacting to gameplay.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/event-bus
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 event-bus
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 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 event-bus

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/event-bus"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/event-bus.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,568 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 $0.00022 $0.02568
Opus 5 $0.00011 $0.01284
Sonnet 5 $0.00004 $0.00514
Haiku 4.5 $0.00002 $0.00257

Measured 11d ago against content hash 9fd57b7f11c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

event-bus 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 11d 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/event-bus/SKILL.md · 319 lines

How it starts

The opening of the file, as written. The whole thing — 319 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Event Bus in Godot 4.3+

A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: component-system for direct signal communication between components, csharp-signals for C#-specific signal patterns, dependency-injection for alternative decoupling approaches, ability-system for an EventBus usage example with ability events.


1. What is an Event Bus

An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.

Without EventBus             With EventBus
──────────────               ──────────────────────────
NodeA ──signal──► NodeB      NodeA ──emit──► EventBus ──signal──► NodeB
                                                       ──signal──► NodeC
                                                       ──signal──► NodeD

Flow diagram

┌─────────┐   emit(player_died)   ┌───────────┐   player_died   ┌──────────┐
│  NodeA  │ ────────────────────► │ EventBus  │ ───────────────► │  NodeB   │
│(Player) │                       │(Autoload) │                  │   (UI)   │
└─────────┘                       └───────────┘ ───────────────► └──────────┘
                                                  player_died    ┌──────────┐
                                                                 │  NodeC   │
                                                                 │(AudioMgr)│
                                                                 └──────────┘

NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.


2. When to Use vs Direct Signals

Scenario Recommended approach
Parent notifying its own child Direct signal or method call
Child notifying its parent Direct signal (bubble up)
Two nodes with the same parent Direct signal via parent
Completely unrelated nodes in the tree Event bus
UI reacting to gameplay state changes Event bus
Audio manager reacting to game events Event bus
Data manager / save system reacting Event bus
Tight, performance-sensitive inner loop Direct method call

Read the full file on GitHub · 319 lines

Files

What ships with it

3 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. 11d ago First seen · 319 lines · 22 tokens per session scan A 9fd57b7f11c5

Subscribe to this mod's changes

event-bus is a skill published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 22 tokens to every session and 2,568 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.