godot

godot is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 23 tokens per session (1,613 once invoked), scanned A, original, MIT.

A guide to building games with Godot, a game engine that uses reusable scenes, nodes, signals, resources, and GDScript or C# code.

In plain words
What is it for?
Use it to create and structure Godot scenes, player and enemy systems, user interfaces, shared resources, and game-management scripts.
Why use it?
It helps organize game projects and apply consistent patterns when working with Godot's project structure and engine features.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to create and structure Godot scenes, player and enemy systems, user interfaces, shared resources, and game-management scripts.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/godot
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 MonumentalSystems/Atlas-Agent-Teams --skill godot
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/godot/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/godot)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/godot"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/godot/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/godot"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,613 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00023 $0.01613
Opus 5 $0.00012 $0.00807
Sonnet 5 $0.00005 $0.00323
Haiku 4.5 $0.00002 $0.00161

Measured 8d ago against content hash 5412680cccb0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot 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 8d 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.

teams/game-dev/skills/godot/SKILL.md · 257 lines

How it starts

The opening of the file, as written. The whole thing — 257 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Development Skill

Engine Detection

Look for: project.godot, .tscn, .tres, .gd, .gdshader, addons/, export_presets.cfg

Project Structure

my_game/
  scenes/
    player/
      player.tscn
      player.gd
    enemies/
      enemy_base.tscn
      enemy_base.gd
    ui/
      hud.tscn
      main_menu.tscn
    levels/
      level_01.tscn
  scripts/
    autoloads/
      game_manager.gd
      audio_manager.gd
    resources/
      weapon_data.gd
    utilities/
      state_machine.gd
  assets/
    sprites/
    models/
    audio/
    fonts/
  addons/          # Third-party plugins
  project.godot
  export_presets.cfg

Node Tree Architecture

Everything in Godot is a Node. Scenes are reusable node trees:

# player.gd - attached to the root node of player.tscn
extends CharacterBody2D

@export var speed: float = 200.0
@export var jump_velocity: float = -400.0

@onready var animated_sprite = $AnimatedSprite2D
@onready var collision_shape = $CollisionShape2D
@onready var health_component = $HealthComponent

var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")

func _ready() -> void:
    # Called when node enters scene tree
    health_component.health_depleted.connect(_on_health_depleted)

func _physics_process(delta: float) -> void:
    # Called every physics frame (fixed timestep)
    if not is_on_floor():
        velocity.y += gravity * delta

    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    var direction = Input.get_axis("move_left", "move_right")
    velocity.x = direction * speed

    move_and_slide()

func _process(delta: float) -> void:
    # Called every frame (variable timestep)
    # Use for visual updates, input that doesn't affect physics
    pass

func _on_health_depleted() -> void:
    queue_free()

Signals (Event System)

Signals are Godot's observer pattern for decoupled communication:

# Defining custom signals
signal health_changed(new_health: float)
signal died

# Emitting signals
func take_damage(amount: float) -> void:
    current_health -= amount
    health_changed.emit(current_health)
    if current_health <= 0:
        died.emit()

# Connecting signals (in code)
func _ready() -> void:
    # Connect to child node's signal
    $HealthComponent.health_changed.connect(_on_health_changed)
    # Connect with bind for extra data
    $Button.pressed.connect(_on_button_pressed.bind("confirm"))

# Connecting signals (in editor)
# Use the Node > Signals panel to connect visually

Read the full file on GitHub · 257 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. 8d ago First seen · 257 lines · 23 tokens per session scan A 5412680cccb0

Subscribe to this mod's changes

godot is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 1mo ago), licensed MIT. It adds 23 tokens to every session and 1,613 once invoked, about $0.0001 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 2026-09-03.

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