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 godot-project-setupgit 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/godot-project-setup)<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-project-setup"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-project-setup/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-project-setup"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-project-setup.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00035 | $0.03400 |
| Opus 5 | $0.00017 | $0.01700 |
| Sonnet 5 | $0.00007 | $0.00680 |
| Haiku 4.5 | $0.00003 | $0.00340 |
Grade A, and why
godot-project-setup 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 10d 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 — 463 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
└── addons/
Why split layout?
- Assets managed by artists can be updated without touching script directories.
- Glob patterns in export presets are simpler (
assets/**stays separate fromscripts/**). - Easier to configure
.gitattributesbinary rules per directory. - Scales to teams where artists and programmers work in different areas.
Alternative: Co-Located Structure
For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.
res://
├── assets/
│ ├── audio/
│ ├── fonts/
│ └── textures/
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd # or Player.cs
│ │ └── player_state.gd
│ └── enemy/
│ ├── enemy.tscn
│ └── enemy.gd
├── levels/
│ ├── level_01/
│ │ ├── level_01.tscn
│ │ └── level_01.gd
│ └── main_menu/
│ ├── main_menu.tscn
│ └── main_menu.gd
├── systems/
│ ├── inventory/
│ └── dialogue/
├── autoloads/
├── resources/
└── addons/
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.
- 10d ago First seen · 463 lines · 35 tokens per session scan A 43071fe4de89
godot-project-setup is a skill published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 35 tokens to every session and 3,400 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.
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