godot-feature-workflow

godot-feature-workflow is a skill for Claude Code, Codex from m1em1e/vibecoding-tools-4codex-cn. It costs 54 tokens per session (1,945 once invoked), scanned A, original, MIT.

A workflow for developing features in Godot, a game engine, by checking requirements and existing code before designing the changes.

In plain words
What is it for?
Use it when adding game mechanics, modifying systems, designing signals or callbacks, configuring autoloads, and deciding how to test the changes.
Why use it?
It reduces errors caused by missing design context, incorrect project assumptions, or Godot 4 API and naming issues.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when adding game mechanics, modifying systems, designing signals or callbacks, configuring autoloads, and deciding how to test the changes.

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Install with agentmods
npx agentmods add skills/m1em1e/vibecoding-tools-4codex-cn/godot-feature-workflow
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 m1em1e/vibecoding-tools-4codex-cn --skill godot-feature-workflow
Clone the repo
git clone --depth 1 https://github.com/m1em1e/vibecoding-tools-4codex-cn

Made for: Claude Code, Codex.

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-feature-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/m1em1e/vibecoding-tools-4codex-cn/godot-feature-workflow.svg)](https://agentmods.dev/skills/m1em1e/vibecoding-tools-4codex-cn/godot-feature-workflow)
Your own site
<a href="https://agentmods.dev/skills/m1em1e/vibecoding-tools-4codex-cn/godot-feature-workflow"><img src="https://agentmods.dev/badge/skills/m1em1e/vibecoding-tools-4codex-cn/godot-feature-workflow.svg" alt="Measured on agentmods" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,945 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 $0.00054 $0.01945
Opus 5 $0.00027 $0.00972
Sonnet 5 $0.00011 $0.00389
Haiku 4.5 $0.00005 $0.00194

Measured 7d ago against content hash 9e41b05fd9e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

godot-feature-workflow 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 7d 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-feature-workflow/SKILL.md · 190 lines

How it starts

The opening of the file, as written. The whole thing — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 功能开发工作流

当用户要求实现新功能、修改现有系统或添加游戏机制时,使用此技能。


1. 需求理解

检查设计文档

  • 优先读取仓库中已有的 GDD、设计文档或相关需求说明
  • 如果没有设计文档,直接依据用户需求和现有代码继续,不要求调用不存在的命令

检查现有代码

  • 根据仓库实际结构查找已有脚本和相关场景,不假设固定目录名
  • 识别需要修改或扩展的文件

2. 方案设计

创建简短实施计划

在实施前先说明方案,并在信息足够时直接进入实施,不等待额外确认。方案包含:

  1. 需要创建/修改的文件清单
  2. 系统交互关系(谁调用谁)
  3. Autoload 单例设计(如果需要)
  4. 信号/回调设计
  5. 测试验证点

Godot 4 注意事项

Autoload 单例命名冲突

  • Autoload 名称不能与任何脚本的 class_name 相同
  • 如果脚本名为 ToolSystem,Autoload 也叫 ToolSystem,会导致 "Class ToolSystem hides an autoload singleton" 错误
  • 解决方案:Autoload 单例脚本不要使用 class_name,只用 extends Node

正确示例:

# scripts/tools/tool_system.gd
extends Node  # 不要写 class_name ToolSystem

enum ToolType { HOE, WATERING_CAN, AXE, PICKAXE, SCYTHE }
# ...

Godot 4 API 注意事项

  • Control.ANCHOR_MODE_CENTER 在 Godot 4 中不存在
  • 改用 Control.PRESET_CENTERanchors_preset
  • set_pos() 改为 position = Vector2(x, y)
  • strftime() 已废弃,改用 Time.get_datetime_string_from_system()

局部变量勿遮蔽基类信号/内置名(SHADOWED_VARIABLE_BASE_CLASS

  • 脚本继承 NodeControl 等时,基类已声明大量信号与成员;若局部变量与其同名,会触发 SHADOWED_VARIABLE_BASE_CLASS(编辑器常见文案:The local variable "X" is shadowing an already-declared signal in the base class "Node")。
  • 示例:在 UI 逻辑里使用 var ready := ... 表示「条件已就绪」,会与 Node.ready 信号同名并触发告警。应改为 conditions_metis_ready_to_continue 等语义明确的名称。
  • 原则:新增局部变量前先想一下是否与当前 extends 链上的信号/方法/属性重名;优先用完整语义前缀(is_ / has_ / _done)避免缩写。

GDScript 其它易踩坑(项目实测)

  • const 初始化必须是常量表达式const _ARR: PackedStringArray = PackedStringArray([...]) 在部分版本/写法下会报 Assigned value for constant "..." isn't a constant expression → 改用 static var 或在函数内创建数组。
  • 注释与除法// 在 GDScript 中是注释起始,不是整除运算符;需要浮点再取整时用 int(a / b.0) 等写法。
  • class_name 与解析顺序:若静态工具用 class_name,其它脚本在首帧解析时可能出现 Identifier "X" not declared → 可改为 const _X := preload("res://.../file.gd") 再调用脚本上的 static func(不在 Autoload 上使用与 class_name 冲突的同名)。
  • 参数名遮蔽同文件 static func:如 static func yuan(yuan: int) 会警告参数遮蔽函数名 → 参数改为 amount_yuan 等。

Read the full file on GitHub · 190 lines

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. 7d ago First seen · 190 lines · 54 tokens per session scan A 9e41b05fd9e4

Subscribe to this mod's changes

godot-feature-workflow is a skill published in the GitHub repository m1em1e/vibecoding-tools-4codex-cn (2 stars, last pushed 2mo ago), licensed MIT. It adds 54 tokens to every session and 1,945 once invoked, about $0.0003 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 2026-08-31.