godot-editor-tooling

godot-editor-tooling is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 27 tokens per session (352 once invoked), scanned A, original, MIT.

A set of patterns for making tools inside the Godot editor, such as inspectors, import helpers, and checks for scenes and resources. These tools support safer content creation and bulk changes.

In plain words
What is it for?
Use it to design editor extensions, validate scenes or resources, improve import workflows, and make repeated content tasks safer.
Why use it?
It reduces repetitive manual work and catches authoring mistakes earlier. It also encourages clear failure messages and ownership for tools that affect production content.

Skill for Claude Code

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

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit Use it to design editor extensions, validate scenes or resources, improve import workflows, and make repeated content tasks safer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling
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 MRCalderon3D/everything-game-dev-code --skill godot-editor-tooling
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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-editor-tooling

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling/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-editor-tooling

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/godot-editor-tooling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 352 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 $0.00027 $0.00352
Opus 5.5 $0.00011 $0.00141
Sonnet 5.5 $0.00005 $0.00070
Haiku 4.5 $0.00003 $0.00035

Measured 6d ago against content hash fef4c660da77, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-editor-tooling 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 6d 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.

skills/godot/godot-editor-tooling/SKILL.md · 60 lines

What it actually says

Godot Editor Tooling

Purpose

Create Godot editor tools, inspectors, import helpers, and validation flows that reduce manual authoring risk.

Use When

  • content workflows are repetitive or fragile
  • scene and resource validation is too manual
  • designers need safer editor support

Inputs

  • workflow pain points
  • scene/resource conventions
  • validation needs
  • addon constraints

Process

  1. identify the smallest useful tooling or validation addition
  2. keep production-critical editor tools documented and owned
  3. support safe bulk operations with clear summaries
  4. make failures explainable and recoverable
  5. retire abandoned tools instead of leaving hidden clutter

Outputs

  • editor tooling plan
  • validation helpers
  • workflow notes
  • maintenance ownership

Quality Bar

  • respects scene-tree ownership, autoload boundaries, and resource behavior
  • keeps scripts, signals, and resources understandable at scale
  • supports export reliability and content iteration without hidden coupling

Common Failure Modes

  • autoloads becoming global dumping grounds
  • signal webs with no ownership
  • shared resources causing accidental state leakage
  • tools-programmer
  • godot-reviewer
  • technical-artist
  • tools-pass
  • godot-review
  • godot-scene-audit

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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. 6d ago First seen · 60 lines · 27 tokens per session scan A fef4c660da77

Subscribe to this mod's changes

godot-editor-tooling is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (95 stars, last pushed 7d ago), licensed MIT. It adds 27 tokens to every session and 352 once invoked, about $0.0001 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 2026-10-10.