godot

godot is a skill for Claude Code from krzysztofsurdy/code-virtuoso. It costs 69 tokens per session (1,851 once invoked), scanned A, original, MIT.

A Godot 4 guide for changing and checking projects that use Godot project files, GDScript or scene files. Godot is a game engine for making and running games.

In plain words
What is it for?
Use it to verify Godot changes, fix headless test runs, edit scene files, handle project identifiers and avoid invented or version-incompatible APIs.
Why use it?
It prevents trusting checks that can report success even when the game is broken. It requires checking the parsed code, runtime logs and behavior in the running game.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Part of the frameworks-virtuoso plugin — 12 skills shipped together

Good fit Use it to verify Godot changes, fix headless test runs, edit scene files, handle project identifiers and avoid invented or version-incompatible APIs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/krzysztofsurdy/code-virtuoso/godot
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 krzysztofsurdy/code-virtuoso --skill godot
Clone the repo
git clone --depth 1 https://github.com/krzysztofsurdy/code-virtuoso

Made for: Claude Code.

Or install frameworks-virtuoso, the plugin that ships this one along with the rest of its 12 skills.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/krzysztofsurdy/code-virtuoso/godot"><img src="https://agentmods.dev/badge/skills/krzysztofsurdy/code-virtuoso/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,851 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.
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 $0.00069 $0.01851
Opus 5.5 $0.00028 $0.00740
Sonnet 5.5 $0.00014 $0.00370
Haiku 4.5 $0.00007 $0.00185

Measured today against content hash b98ae73e9edf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot 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 today.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/check.sh, scripts/test-check.sh), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/frameworks/godot/godot/SKILL.md · 99 lines

How it starts

The opening of the file, as written. The whole thing — 99 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot

Godot reports success when the project is broken. A headless import and a parse check both exit 0 with broken scripts, a failed assert() can hang a script run, and push_error does not change the exit code. An agent that trusts exit codes or "it compiles" reports done on a game that does not run. This skill gives the loop that proves a change, and the traps that make the usual checks lie.

Facts here are for Godot 4.x and name the version where behavior differs. Run godot --version first, and use the godot-upgrade skill when the project crosses versions.

Verify loop

Run it after every change. Done means seen working in the running game.

Step How Pass when
1. Import godot --headless --path <dir> --import Run it on a clean checkout too: .godot/ is not committed, and without an import class_name types do not resolve
2. Parse godot --headless --path <dir> --check-only --script res://file.gd per script The output has no SCRIPT ERROR or Parse Error. The exit code is 0 either way
3. Run and read the log Run the game and read its output No ERROR or WARNING from your code
4. Screenshot Capture a frame of the running game and look at it The change is visible
5. Input Simulate an input action, not a raw key The action fires
6. Live state Read a value from the running scene tree (position, health, scene name) before and after the input The value changed as intended. A screenshot alone is not proof
7. Stop, commit Stop the game, then commit

scripts/check.sh runs steps 1 and 2 for a whole project and exits 1 on errors, because it reads the output instead of the exit code. Set GODOT to the binary. Its self-test is scripts/test-check.sh.

Steps 3 to 6 need a way to run the game and drive it. An MCP server for Godot or the CLI can provide this (see Platform notes). Without an MCP server: godot --path <dir> --write-movie out.png --fixed-fps 30 --quit-after 60 writes numbered PNG frames from a windowed run (it cannot run headless), and read the last one. A --script run can print live state and call quit(code) itself.

Read the full file on GitHub · 99 lines

Files

What ships with it

7 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. today First seen · 99 lines · 69 tokens per session scan A b98ae73e9edf

Subscribe to this mod's changes

godot is a skill published in the GitHub repository krzysztofsurdy/code-virtuoso (36 stars, last pushed today), licensed MIT. It adds 69 tokens to every session and 1,851 once invoked, about $0.0003 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 2026-10-23.

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