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 MonumentalSystems/Atlas-Agent-Teams --skill godotgit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/godot)<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.
<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>- 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 | $0.00023 | $0.01613 |
| Opus 5 | $0.00012 | $0.00807 |
| Sonnet 5 | $0.00005 | $0.00323 |
| Haiku 4.5 | $0.00002 | $0.00161 |
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.
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
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.
- 8d ago First seen · 257 lines · 23 tokens per session scan A 5412680cccb0
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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
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).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.