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 makifbaysal/tasktrooper --skill godot-csharp-and-gdextensiongit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/godot-csharp-and-gdextension)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension/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/makifbaysal/tasktrooper/godot-csharp-and-gdextension"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension.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 | $0.00088 | $0.01545 |
| Opus 5.5 | $0.00035 | $0.00618 |
| Sonnet 5.5 | $0.00018 | $0.00309 |
| Haiku 4.5 | $0.00009 | $0.00154 |
Grade A, and why
godot-csharp-and-gdextension 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 4d 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 — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot C# and GDExtension
Overview
Godot runs GDScript, C# (.NET) and native code through GDExtension (C++ via godot-cpp, Rust via godot-rust, and others). Each has a cost: C# needs the .NET build of the editor and cannot export to the web; GDExtension needs a native build per target platform. The repository's existing choice wins; adding a second language is a decision, not a convenience.
Core principle: GDScript by default, C# where the project already is .NET or the team needs it and the web is not a target, GDExtension only for measured hot spots or native libraries.
When which
| Need | Choice |
|---|---|
| Web export required | GDScript (C# web export is still unsupported in Godot 4.7) |
| Team is C#, heavy algorithms, .NET libraries | C# — on desktop and mobile targets |
| A measured hot loop GDScript cannot meet the budget with | GDExtension (C++ or Rust), or move it to C# if the project is .NET |
| Binding an existing native SDK | GDExtension |
Mixing GDScript and C# in one project works (cross-language calls go through Call, Get, signals), but keep one language per feature and a clear boundary.
C# nodes
using Godot;
public partial class Player : CharacterBody2D
{
[Signal] public delegate void HealthChangedEventHandler(int current, int maximum);
[Export] public PlayerDefinition Definition { get; set; }
static readonly StringName JumpAction = "jump";
static readonly StringName MoveLeft = "move_left";
static readonly StringName MoveRight = "move_right";
AnimatedSprite2D _sprite;
int _health;
public override void _Ready()
{
_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
_health = Definition.MaxHealth;
}
public override void _PhysicsProcess(double delta)
{
var v = Velocity;
v.X = Input.GetAxis(MoveLeft, MoveRight) * Definition.MoveSpeed;
if (IsOnFloor() && Input.IsActionJustPressed(JumpAction)) v.Y = -Definition.JumpSpeed;
v.Y += Definition.Gravity * (float)delta;
Velocity = v;
MoveAndSlide();
}
public void TakeDamage(int amount)
{
_health = Mathf.Max(0, _health - amount);
EmitSignal(SignalName.HealthChanged, _health, Definition.MaxHealth);
}
}
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.
- 4d ago First seen · 125 lines · 88 tokens per session scan A 1b469aedf249
godot-csharp-and-gdextension is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 88 tokens to every session and 1,545 once invoked, about $0.0004 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 2026-10-09.
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