AIRI is a self-hosted virtual AI companion that gives an AI character a voice, visual presence, memory, and the ability to interact with games and coding activity. People use it as a personal digital companion on the web, macOS, or Windows, including for voice chat and gameplay. The catalogue add-ons provide workflows for working with the AIRI project.
Borrowing it
Nothing to install: this file belongs to moeru-ai/airi. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/moeru-ai/airi/main/.agents/skills/stage-tamagotchi-godot-csharp/SKILL.mdgit clone --depth 1 https://github.com/moeru-ai/airiWrote 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/moeru-ai/airi/stage-tamagotchi-godot-csharp)<a href="https://agentmods.dev/skills/moeru-ai/airi/stage-tamagotchi-godot-csharp"><img src="https://agentmods.dev/badge/skills/moeru-ai/airi/stage-tamagotchi-godot-csharp/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/moeru-ai/airi/stage-tamagotchi-godot-csharp"><img src="https://agentmods.dev/badge/skills/moeru-ai/airi/stage-tamagotchi-godot-csharp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00103 | $0.00626 |
| Opus 5 | $0.00051 | $0.00313 |
| Sonnet 5 | $0.00021 | $0.00125 |
| Haiku 4.5 | $0.00010 | $0.00063 |
Grade A, and why
stage-tamagotchi-godot-csharp 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 13d 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.
What it actually says
Stage Tamagotchi Godot C#
- Confirm every touched file is under
engines/stage-tamagotchi-godot. If the task crosses that boundary, do not use this skill as the governing instruction set. - Before editing C# files, read:
engines/stage-tamagotchi-godot/docs/csharp-development-method.mdengines/stage-tamagotchi-godot/.editorconfigengines/stage-tamagotchi-godot/docs/csharp-style.md
- Treat the development-method document as the primary source of truth for
structure and feature usage. Treat
.editorconfigandcsharp-style.mdas secondary formatting and naming guidance. - Classify the change before coding:
- scene script
- runtime core
- contract and transport
- registry and discovery
- tooling and editor support
- Apply the local design method:
- keep scene scripts thin
- push durable logic into plain C# runtime objects
- make subsystem boundaries explicit through types
- use reflection for discovery, not steady-state execution
- use LINQ for cold-path querying and shaping, not hot-path loops
- use async at I/O and process boundaries, not as a default runtime model
- Apply the local low-level style baseline:
engines/stage-tamagotchi-godot/.editorconfig- 4 spaces, LF, UTF-8, 100 columns
- Allman braces
System.*usings first- keyword types such as
stringandint varonly when the type is obviousPascalCasefor types and memberscamelCasefor locals and parameters_camelCasefor private fields
- Keep changes local to the engine. Do not push these C# rules into repo root config or other workspaces.
- After changing C# files or the engine-local
.editorconfig, run the verification command fromengines/stage-tamagotchi-godot:
dotnet format --verify-no-changes
If verification fails because of pre-existing files outside the intended change scope, report that clearly instead of broadening the edit set silently.
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.
- 13d ago First seen · 58 lines · 103 tokens per session scan A 89708e59f199
stage-tamagotchi-godot-csharp is a skill published in the GitHub repository moeru-ai/airi (49,050 stars, last pushed yesterday), licensed MIT. It adds 103 tokens to every session and 626 once invoked, about $0.0005 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 2026-08-30.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
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).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.