godot-csharp-and-gdextension

godot-csharp-and-gdextension is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 88 tokens per session (1,545 once invoked), scanned A, original, Apache-2.0.

A guide to using C# or native extensions in Godot, including GDExtension, Godot's way to load compiled native libraries. It explains the trade-offs between GDScript, C#, C++, and Rust for different targets.

In plain words
What is it for?
Use it when an existing Godot project uses .NET, when a measured hot spot needs native code, or when setting up C# nodes and testing plain C# libraries.
Why use it?
It helps avoid adding another language without understanding its build requirements or platform limits, such as C# not supporting web export.

Skill for Claude CodeCodex

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

Good fit Use it when an existing Godot project uses .NET, when a measured hot spot needs native code, or when setting up C# nodes and testing plain C# libraries.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension
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 makifbaysal/tasktrooper --skill godot-csharp-and-gdextension
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

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-csharp-and-gdextension

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/godot-csharp-and-gdextension)
Your own site
<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.

agentmods 80×15 button for godot-csharp-and-gdextension

Your own site · 80×15
<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>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,545 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 $0.00088 $0.01545
Opus 5.5 $0.00035 $0.00618
Sonnet 5.5 $0.00018 $0.00309
Haiku 4.5 $0.00009 $0.00154

Measured 4d ago against content hash 1b469aedf249, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

catalog/agents/game-developer/skills/godot-csharp-and-gdextension/SKILL.md · 125 lines

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);
    }
}

Read the full file on GitHub · 125 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. 4d ago First seen · 125 lines · 88 tokens per session scan A 1b469aedf249

Subscribe to this mod's changes

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.