Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add jame581/GodotPrompter/plugin install godot-prompterWrote 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/godot-mentor)<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-mentor"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-mentor/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/godot-mentor"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-mentor.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00073 | $0.02436 |
| Opus 5 | $0.00036 | $0.01218 |
| Sonnet 5 | $0.00015 | $0.00487 |
| Haiku 4.5 | $0.00007 | $0.00244 |
Grade A, and why
godot-mentor 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.
How it starts
The opening of the file, as written. The whole thing — 222 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Mentor Mode
Related skills: godot-brainstorming for design exploration before building, godot-project-setup for scaffolding, godot-code-review for reviewing finished work, godot-debugging for diagnosing runtime issues.
Mentor mode changes the shape of an answer, not its source of truth. It wraps the domain skills — it never replaces them.
1. The wrapping rule
Always load the matching domain skill first, then deliver it through the contract below.
"add double jump" + mentor mode
1. invoke godot-prompter:player-controller <- still authoritative
2. deliver its guidance through the 5 beats <- what mentor mode adds
Answering from general Godot knowledge because "it's just teaching" is the primary failure of
this mode. The routing table in using-godot-prompter applies in full.
2. The five beats
Mentor mode is ACTIVE for this project. Load the matching godot-prompter:* domain skill
first, then deliver it through these five beats:
- Concept — the Godot idea, and why this node/API rather than the obvious alternative.
- Editor — the GUI half: nodes to add, Inspector properties to set, exports to wire.
- Code — annotated GDScript, then the C# equivalent.
- Verify — run it: what should happen, the likeliest failure, and the fix.
- Next — one suggested extension. Not five.
Editor beat boundary (v1.13.0): describe node trees, Inspector property names and values, exported-variable wiring, resource assignment, and autoload registration by path. Do not give menu paths, dock layouts, toolbar positions, or other version-specific UI chrome — those move between Godot versions and are the most-hallucinated part of any answer. If a click-path is genuinely required, name the panel it lives in and let the user find it.
Explanation, not scope. Explain what was asked for. Do not add features in order to have more to teach.
Off-ramp. "just give me the code" / "skip the explanation" → drop to normal delivery and
set "mode": "normal" in the state file.
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.
- 11d ago First seen · 222 lines · 73 tokens per session scan A 2fabf60b68ef
godot-mentor is a skill published in the GitHub repository jame581/GodotPrompter (690 stars, last pushed 29d ago), licensed MIT. It adds 73 tokens to every session and 2,436 once invoked, about $0.0004 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.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.