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 Limbicnation/hermes-asset-pipeline --skill godot-pipelinegit clone --depth 1 https://github.com/Limbicnation/hermes-asset-pipelineWrote 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/limbicnation/hermes-asset-pipeline/godot-pipeline)<a href="https://agentmods.dev/skills/limbicnation/hermes-asset-pipeline/godot-pipeline"><img src="https://agentmods.dev/badge/skills/limbicnation/hermes-asset-pipeline/godot-pipeline/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/limbicnation/hermes-asset-pipeline/godot-pipeline"><img src="https://agentmods.dev/badge/skills/limbicnation/hermes-asset-pipeline/godot-pipeline.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 | $0.00046 | $0.01099 |
| Opus 5 | $0.00023 | $0.00549 |
| Sonnet 5 | $0.00009 | $0.00220 |
| Haiku 4.5 | $0.00005 | $0.00110 |
Grade A, and why
godot-pipeline scanned grade A with 1 finding against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Runs shell commandslowCapability
Expected in a hook, worth knowing in a rule or an instructions file.
result = subprocess.run(cmd, capture_output=True, text=True, timeout=300) How it starts
The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Pipeline Skill
Drive Godot 4.x as a pipeline step — import assets produced by ComfyUI or Blender, trigger exports, and run scene automation.
Godot CLI Base
godot --headless --path /path/to/project
Default project path: /mnt/e/GoDot/getting-started-with-godot-4
Core Tools
1. Import Assets (Headless)
# Trigger Godot asset import re-scan
godot --headless --path "$GODOT_PROJECT" --editor --quit 2>/dev/null
# Or via GDScript executed inline:
godot --headless --script '
extends SceneTree
func _init():
var dir = DirAccess.open("res://")
dir.make_dir_recursive("res://pipeline_import/")
print("Import scan complete")
quit()
' --path "$GODOT_PROJECT"
2. Run Headless Scene Export
import subprocess, json
from pathlib import Path
GODOT_BIN = os.environ.get("GODOT_BIN", "godot")
PROJECT = os.environ.get("GODOT_PROJECT", "/mnt/e/GoDot/getting-started-with-godot-4")
def godot_export(preset: str = "standalone", output_path: str = None) -> Path:
"""Run Godot headless export."""
cmd = [
GODOT_BIN, "--headless",
"--path", PROJECT,
"--export-release", preset
]
if output_path:
cmd.append(output_path)
result = subprocess.run(cmd, capture_output=True, text=True, timeout=300)
if result.returncode != 0:
raise RuntimeError(f"Godot export failed: {result.stderr}")
return Path(output_path or f"{PROJECT}/exports/{preset}")
3. Execute GDScript Pipeline Step
import subprocess
def run_gdscript(script_path: str, args: list[str] = None) -> str:
"""Execute a GDScript file headless with optional args."""
cmd = [
"godot", "--headless",
"--script", script_path,
"--path", os.environ["GODOT_PROJECT"]
]
if args:
cmd += args
result = subprocess.run(cmd, capture_output=True, text=True, timeout=120)
return result.stdout + result.stderr
4. Watch Import Folder + Trigger
import watchdog.events, watchdog.observers, time, subprocess, os
class GodotImportHandler(watchdog.events.FileSystemEventHandler):
def on_created(self, event):
if event.is_directory:
return
ext = Path(event.src_path).suffix.lower()
if ext in [".png", ".jpg", ".glb", ".gltf", ".fbx"]:
print(f"New asset detected: {event.src_path}")
# Trigger Godot import scan
subprocess.run(
["godot", "--headless", "--path", os.environ["GODOT_PROJECT"],
"--editor", "--quit"],
capture_output=True, timeout=60
)
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.
- 12d ago First seen · 125 lines · 46 tokens per session scan A 098e8b558bdb
godot-pipeline is a skill published in the GitHub repository Limbicnation/hermes-asset-pipeline (5 stars, last pushed 4mo ago), licensed Apache-2.0. It adds 46 tokens to every session and 1,099 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 1 finding (runs shell commands). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
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).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.