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-input-testinggit 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-input-testing)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-input-testing"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-input-testing/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-input-testing"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-input-testing.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 | $0.00065 | $0.00693 |
| Opus 5 | $0.00032 | $0.00347 |
| Sonnet 5 | $0.00013 | $0.00139 |
| Haiku 4.5 | $0.00006 | $0.00069 |
Grade A, and why
godot-input-testing 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 — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Input Testing
Requirements
- The game must be running with the debugger attached: start with
run_projectorrun_specific_scene(F5 mode), notrun_current_scene(F6). - Mouse coordinates are screen/viewport space, not world coordinates. For a 1280x720 window, the center is (640, 360).
- Discover input actions before simulating them:
godot-mcp get_input_actions.
Quick start
godot-mcp get_input_actions
godot-mcp simulate_action_tap --action "ui_accept"
godot-mcp simulate_mouse_click --x 400 --y 300
Workflows
UI navigation test
Tap through a menu and confirm the selection:
godot-mcp simulate_action_tap --action "ui_down"
godot-mcp simulate_action_tap --action "ui_down"
godot-mcp simulate_action_tap --action "ui_down"
godot-mcp simulate_action_tap --action "ui_accept"
Gameplay test (hold, then jump)
godot-mcp simulate_action_press --action "ui_right"
godot-mcp simulate_action_tap --action "jump" --duration-ms 100
godot-mcp simulate_action_release --action "ui_right"
For precise timing, use a single sequence instead of separate calls:
godot-mcp simulate_input_sequence --sequence '[{"type":"press","action":"ui_right"},{"type":"wait","duration_ms":500},{"type":"tap","action":"jump","duration_ms":100},{"type":"release","action":"ui_right"}]'
Sequence step types: press, release, tap, wait, click.
Mouse-driven interaction
godot-mcp simulate_mouse_move --x 200 --y 150
godot-mcp simulate_mouse_click --x 200 --y 150 --button "left"
godot-mcp simulate_drag --start-x 100 --start-y 100 --end-x 300 --end-y 200 --duration-ms 500
Verify the result
Pair input with observation tools to confirm the game reacted:
godot-mcp capture_scene --width 1280 --height 720
godot-mcp get_debug_output
godot-mcp get_runtime_scene_structure --max-depth 2
Advanced features
simulate_action_press --action "ui_right" --strength 0.5: analog-style strength for actions read viaInput.get_action_strength.simulate_key_press --key "SPACE" --modifiers '{"ctrl":true}': raw keys with modifier support.simulate_mouse_click --double-click true: double clicks for list and dialog interactions.- Timing:
--duration-mson taps and presses,waitsteps in sequences. Keep durations realistic; a 0 ms tap may be missed by frame-based logic.
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 · 75 lines · 65 tokens per session scan A 4f4d986d4d97
godot-input-testing is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (11 stars, last pushed 4d ago), licensed MIT. It adds 65 tokens to every session and 693 once invoked, about $0.0003 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 2026-08-31.
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