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-scriptinggit 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-scripting)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-scripting"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-scripting/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-scripting"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-scripting.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 | $0.00071 | $0.00741 |
| Opus 5 | $0.00036 | $0.00370 |
| Sonnet 5 | $0.00014 | $0.00148 |
| Haiku 4.5 | $0.00007 | $0.00074 |
Grade A, and why
godot-scripting 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 — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Scripting
Quick start
Create a script, then read it back:
godot-mcp create_script --script-path "res://scripts/player.gd" --content "extends CharacterBody2D"
godot-mcp get_script --script-path "res://scripts/player.gd"
create_script and edit_script return parse diagnostics automatically (a diagnostics field with one entry per error, each carrying line and message). Pass --diagnostics false to skip the diagnostics run for faster writes.
GDScript style rules
- Never use the C-style ternary
cond ? a : b; it is a parse error in GDScript. Use the Python-style forma if cond else b. - No emoji anywhere (code, comments, docs).
- Descriptive names, small focused functions, early returns over deep nesting.
Workflows
Edit an existing script
godot-mcp get_script --script-path "res://scripts/player.gd"
godot-mcp edit_script --script-path "res://scripts/player.gd" --content "<new source>"
Check parse errors explicitly
godot-mcp get_script_diagnostics --script-path "res://scripts/player.gd"
Returns {exists, valid, error_count, errors[]}; valid is true when the script parses cleanly.
Author a shader
godot-mcp create_shader --script-path "res://shaders/outline.gdshader" --shader-type "canvas_item"
godot-mcp edit_shader --script-path "res://shaders/outline.gdshader" --content "<shader source>"
godot-mcp shader_get_compile_errors --script-path "res://shaders/outline.gdshader" --wait-ms 500
Shader authoring writes return editor compile diagnostics; shader_get_compile_errors re-reads errors retained by the editor logger.
Run arbitrary GDScript in the editor
godot-mcp execute_editor_script --code "print(get_tree().current_scene.name)"
Useful for batch operations the dedicated tools do not cover (groups, signals, project settings).
Read scripts as MCP resources
godot://script/{path}: script content.godot://script/{path}/metadata: script metadata (class, extends, dependencies).
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 · 80 lines · 71 tokens per session scan A 7c0e03137b25
godot-scripting is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (11 stars, last pushed 4d ago), licensed MIT. It adds 71 tokens to every session and 741 once invoked, about $0.0004 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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