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 nguyenchiencong/godot-mcp-cli --skill godot-dev-workflowgit clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cliWrote 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/nguyenchiencong/godot-mcp-cli/godot-dev-workflow)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-dev-workflow"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-dev-workflow/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/nguyenchiencong/godot-mcp-cli/godot-dev-workflow"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-dev-workflow.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 | $0.00086 | $0.01128 |
| Opus 5.5 | $0.00034 | $0.00451 |
| Sonnet 5.5 | $0.00017 | $0.00226 |
| Haiku 4.5 | $0.00009 | $0.00113 |
Grade A, and why
godot-dev-workflow 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.
How it starts
The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Dev Workflow
The iteration loop
For every change, walk the loop: inspect, edit, run, verify, fix, refresh.
-
Inspect: understand the current state before touching anything.
godot-mcp get_editor_scene_structure --include-properties true --max-depth 3 godot-mcp get_script --script-path "res://scripts/player.gd" -
Edit: make the change.
godot-mcp edit_script --script-path "res://scripts/player.gd" --content "<new source>" godot-mcp update_node_property --node-path "./Player" --property "speed" --value "300" -
Run: play the project. Use
run_project(F5, debug mode) when you need the debugger or input tools;run_current_scene(F6) only for a quick run of the open scene.godot-mcp run_project -
Verify: confirm the change worked.
godot-mcp get_debug_output godot-mcp capture_scene --width 1280 --height 720 godot-mcp validate_scene --scene-path "res://scenes/main.tscn" -
Fix: triage failures with diagnostics and errors.
godot-mcp get_script_diagnostics --script-path "res://scripts/player.gd" godot-mcp get_editor_errors -
Refresh: pick up external changes or restart cleanly.
godot-mcp rescan_filesystem godot-mcp reload_scene godot-mcp reload_project --save true
Decision table: tool category by intent
| Intent | Skill | Start with |
|---|---|---|
| See the scene | godot-scene-editing | get_editor_scene_structure |
| Edit a node or scene | godot-scene-editing | update_node_property, update_node_transform |
| Write or fix GDScript | godot-scripting | edit_script, get_script_diagnostics |
| Author shaders | godot-scripting | create_shader, shader_get_compile_errors |
| Find a bug | godot-debugging | debugger_enable_events, debugger_set_breakpoint |
| Read runtime errors | godot-debugging | get_debug_output, get_editor_errors |
| Test controls | godot-input-testing | get_input_actions, simulate_action_tap |
| Automate a play-test with runtime assertions | godot-input-testing | playtest (input phases + assertions; capture_on_failure) |
| First-time setup or connection issues | godot-mcp-quickstart | get_project_info |
| Run several tool calls as one ordered job | godot-scene-editing | batch_operations (dry_run validates first; non-atomic) |
| One-off editor automation the dedicated tools lack | godot-scripting | execute_editor_script --allow-unsafe true |
| See what the game looks like now | godot-scene-editing | capture_scene |
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.
- 1mo ago Changed · +2 lines 5eeab76ca856
- 1mo ago First seen · 90 lines · 86 tokens per session scan A 345d59d1ac20
godot-dev-workflow is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (13 stars, last pushed 1mo ago), licensed MIT. It adds 86 tokens to every session and 1,128 once invoked, about $0.0003 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 2026-08-31.
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