godot-optimization

godot-optimization is a skill for Claude Code from jame581/GodotPrompter. It costs 28 tokens per session (2,913 once invoked), scanned A, original, MIT.

A guide to improving the performance of Godot 4.3+ games written in GDScript or C#. It covers the built-in profiler, rendering work, physics, memory, and common bottlenecks.

In plain words
What is it for?
Use it to profile gameplay, reduce draw calls, tune physics, improve scripts and memory use, and prepare games for different performance targets.
Why use it?
It helps locate the parts of a game that use too much frame time or memory instead of optimizing by guesswork.

Skill for Claude Code

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

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit Use it to profile gameplay, reduce draw calls, tune physics, improve scripts and memory use, and prepare games for different performance targets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/godot-optimization
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 godot-optimization
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 61 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 godot-optimization

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-optimization"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-optimization.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,913 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 $0.00028 $0.02913
Opus 5.5 $0.00011 $0.01165
Sonnet 5.5 $0.00006 $0.00583
Haiku 4.5 $0.00003 $0.00291

Measured 2d ago against content hash accadbb19d42, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-optimization 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 2d 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/godot-optimization/SKILL.md · 192 lines

How it starts

The opening of the file, as written. The whole thing — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Optimization

This skill covers performance optimization for Godot 4.3+ projects in both GDScript and C#. It covers the built-in profiler, draw call reduction, physics tuning, GDScript performance patterns, memory management, object pooling, and a reference table of common bottlenecks.

Related skills: godot-debugging for systematic debugging and profiling, godot-code-review for performance review checklist, export-pipeline for release build optimization, physics-system for collision shapes, layers, and physics body types, 2d-essentials for 2D mesh optimization, particle performance, and draw order tuning, multithreading for moving work off the main thread, mobile-development for mobile performance budgets.


1. Using the Profiler

Frame Time Budget

At 60 fps, the entire frame (update, physics, rendering) must complete in 16.6 ms. At 30 fps the budget is 33.3 ms. Any single system that consumes the majority of that budget is a bottleneck.

Target FPS Frame budget
120 8.3 ms
60 16.6 ms
30 33.3 ms

Reading Profiler Output

Open Debugger > Profiler, click Start, play through the scenario you want to measure, then click Stop.

  • Frame Time — total wall-clock time for that frame in milliseconds.
  • Self — time spent inside that function excluding callees. This is the primary hotspot indicator. A function with a high Self time is doing expensive work directly.
  • Total — time including all callees. Useful for identifying expensive subtrees.
  • Calls — call count per frame. A function called thousands of times per frame (even if each call is cheap) can dominate the frame.
  • Click any function name to jump to its source in the script editor.
# Manual micro-benchmark for a specific block
var start := Time.get_ticks_usec()
_run_expensive_operation()
var elapsed := Time.get_ticks_usec() - start
print("_run_expensive_operation: %d µs" % elapsed)

Read the full file on GitHub · 192 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. 2d ago Changed accadbb19d42
  2. 1mo ago First seen · 192 lines · 28 tokens per session scan A bccea6c076bb

Subscribe to this mod's changes

godot-optimization is a skill published in the GitHub repository jame581/GodotPrompter (867 stars, last pushed today), licensed MIT. It adds 28 tokens to every session and 2,913 once invoked, about $0.0001 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

script-execute

Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.

IvanMurzak/Unity-MCP · 53 tokens

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.

IvanMurzak/Unity-MCP · 52 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

script-update-or-create

Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…

IvanMurzak/Unity-MCP · 80 tokens

godot-csharp

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…

gamedev-skills/awesome-gamedev-agent-skills · 108 tokens

unity-csharp-scripting

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…

gamedev-skills/awesome-gamedev-agent-skills · 92 tokens