build-scene

build-scene is a skill for Claude Code from n24q02m/claude-plugins. It costs 18 tokens per session (973 once invoked), scanned A, a copy of build-scene, Apache-2.0.

A skill for building Godot scenes, which are the game screens and object layouts used by the Godot engine. It uses reusable node hierarchies and rules for required companion nodes.

In plain words
What is it for?
Creating platformer characters, top-down characters, user interfaces, and related Godot node setups.
Why use it?
It helps avoid incomplete scene structures, such as a character missing the collision shape needed for collisions.

Skill for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the better-godot-mcp plugin — 3 skills shipped together

Good fit Creating platformer characters, top-down characters, user interfaces, and related Godot node setups.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/n24q02m/claude-plugins/build-scene
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 n24q02m/claude-plugins --skill build-scene
Clone the repo
git clone --depth 1 https://github.com/n24q02m/claude-plugins

Made for: Claude Code.

Or install better-godot-mcp, the plugin that ships this one along with the rest of its 3 skills.

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 build-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/n24q02m/claude-plugins/build-scene/github.svg)](https://agentmods.dev/skills/n24q02m/claude-plugins/build-scene)
Your own site
<a href="https://agentmods.dev/skills/n24q02m/claude-plugins/build-scene"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/build-scene/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 build-scene

Your own site · 80×15
<a href="https://agentmods.dev/skills/n24q02m/claude-plugins/build-scene"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/build-scene.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 973 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 100% copy Near-identical to another mod 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 $0.00018 $0.00973
Opus 5.5 $0.00007 $0.00389
Sonnet 5.5 $0.00004 $0.00195
Haiku 4.5 $0.00002 $0.00097

Measured 1mo ago against content hash c92042794e47, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

build-scene 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 1mo 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.

Origin

This is a copy

100% identical to build-scene — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/better-godot-mcp/skills/build-scene/SKILL.md · 119 lines

How it starts

The opening of the file, as written. The whole thing — 119 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build Scene

Construct Godot scenes from proven patterns. Each pattern includes REQUIRED companion nodes that LLMs commonly forget.

Scene Patterns

Platformer Character

CharacterBody2D "Player"
  CollisionShape2D          # REQUIRED -- CharacterBody2D without this = no collisions
  Sprite2D                  # Visual representation
  AnimationPlayer           # Idle, run, jump, fall animations
  Camera2D                  # Follow camera
    position_smoothing_enabled = true
    position_smoothing_speed = 5.0

Companion rule: CharacterBody2D MUST have a CollisionShape2D child. Without it, move_and_slide() works but detects zero collisions.

Top-Down Character

CharacterBody2D "Player"
  CollisionShape2D          # REQUIRED
  Sprite2D
  NavigationAgent2D         # Pathfinding (if AI/NPC)
    path_desired_distance = 4.0
    target_desired_distance = 4.0

UI Screen

Control "MenuScreen"
  MarginContainer           # Prevents content touching edges
    VBoxContainer           # Vertical layout for menu items
      Label "Title"
      Button "StartButton"
      Button "OptionsButton"
      Button "QuitButton"

Companion rule: Always wrap UI content in MarginContainer first. Direct children of Control have no automatic margins.

Projectile

Area2D "Bullet"
  CollisionShape2D          # REQUIRED -- Area2D signals need this to detect overlaps
  Sprite2D
  VisibleOnScreenNotifier2D # Auto-cleanup when off-screen (connect screen_exited -> queue_free)

Companion rule: Area2D without CollisionShape2D will never emit body_entered or area_entered signals.

Pickup Item

Area2D "Coin"
  CollisionShape2D          # REQUIRED
  Sprite2D
  AudioStreamPlayer         # Pickup sound effect

Tilemap Level

Node2D "Level"
  TileMapLayer              # Godot 4.3+ (NOT TileMap -- deprecated)
  Camera2D
    limit_left = 0
    limit_top = 0

Note: TileMap node is deprecated in Godot 4.3+. Use TileMapLayer instead.

Read the full file on GitHub · 119 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. 1mo ago First seen · 119 lines · 18 tokens per session scan A c92042794e47

Subscribe to this mod's changes

build-scene is a skill published in the GitHub repository n24q02m/claude-plugins (4 stars, last pushed today), licensed Apache-2.0. It adds 18 tokens to every session and 973 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to build-scene, differing in 0 lines, and is treated as a copy.