godot-scripting

godot-scripting is a skill for Claude Code, Codex from nguyenchiencong/godot-mcp-cli. It costs 71 tokens per session (741 once invoked), scanned A, original, MIT.

A Godot scripting tool for creating, reading, and editing GDScript and shader files through Godot. GDScript is Godot’s programming language, while a shader controls how graphics are rendered.

In plain words
What is it for?
Use it to write or update .gd and .gdshader files, read scripts, inspect parse diagnostics, run editor-side GDScript, and generate project guidance.
Why use it?
It checks scripts for parsing mistakes as they are written, so errors can be found before running the game. It also provides project guidance and lets you run GDScript in the editor context.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions AGENTS.md.

Good fit Use it to write or update .gd and .gdshader files, read scripts, inspect parse diagnostics, run editor-side GDScript, and generate project guidance.

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Install with agentmods
npx agentmods add skills/nguyenchiencong/godot-mcp-cli/godot-scripting
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 nguyenchiencong/godot-mcp-cli --skill godot-scripting
Clone the repo
git clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cli

Made for: Claude Code, Codex.

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-scripting

README.md
[![agentmods](https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-scripting/github.svg)](https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-scripting)
Your own site
<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.

agentmods 80×15 button for godot-scripting

Your own site · 80×15
<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>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 741 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00071 $0.00741
Opus 5 $0.00036 $0.00370
Sonnet 5 $0.00014 $0.00148
Haiku 4.5 $0.00007 $0.00074

Measured 8d ago against content hash 7c0e03137b25, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

skills/godot-scripting/SKILL.md · 80 lines

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 form a 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).

Read the full file on GitHub · 80 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. 8d ago First seen · 80 lines · 71 tokens per session scan A 7c0e03137b25

Subscribe to this mod's changes

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.