pn-godot-dev

pn-godot-dev is a skill for Cursor from perniemann/pnCore. It costs 86 tokens per session (4,273 once invoked), scanned A, original, MIT.

A guide to developing projects with Godot 4, a game engine for making two-dimensional and three-dimensional games. It covers scripting, physics, multiplayer, shaders, animation, asset import, platform exports, and automated builds.

In plain words
What is it for?
Use it to write GDScript, C#, or C++ extensions, build multiplayer features, configure exports, import Blender models, create shaders and animations, implement physics, and run headless builds.
Why use it?
It helps organize Godot projects and avoid errors across scenes, reusable resources, input settings, physics, asset pipelines, and platform configuration.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is godot --headless --export-release "Linux/X11" ./dist/game.x86_64 --path /path/to/project.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it to write GDScript, C#, or C++ extensions, build multiplayer features, configure exports, import Blender models, create shaders and animations, implement physics, and run headless builds.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore
agentmods
npx agentmods add skills/perniemann/pncore/pn-godot-dev

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

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.

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README.md
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Your own site · 80×15
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Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,273 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 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 $0.00086 $0.04273
Opus 5 $0.00043 $0.02136
Sonnet 5 $0.00017 $0.00855
Haiku 4.5 $0.00009 $0.00427

Measured 6d ago against content hash f559fe8351d2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

pn-godot-dev 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 6d 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.

packages/pn-core-mcp/content/skills/gamedev/pn-godot-dev/SKILL.md · 224 lines

How it starts

The opening of the file, as written. The whole thing — 224 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Engine development skill

When to use

  • Writing or refactoring GDScript or C# in Godot 4.x
  • Building GDExtension (C++) bindings for performance-critical systems
  • Implementing multiplayer (ENet, WebRTC, high-level RPCs)
  • Writing VisualShaders or spatial/canvas shader code
  • Configuring export presets and platform templates
  • Setting up autoloads/singletons, InputMap, and project settings
  • Working with Resource serialization (.tres, .res, custom Resources)
  • Animating with AnimationPlayer, AnimationTree, and 2D AnimatedSprite2D
  • Importing 3D assets from Blender (GLTF/GLB pipeline)
  • Configuring physics layers, CharacterBody3D, RigidBody3D
  • Procedural generation with TileMap, mesh generation, or terrain systems
  • Headless builds, CI/CD, and command-line export

GDScript patterns

  • Signals: Declare with signal health_changed(new_value: int). Connect in editor (@export + ConnectNode) or via connect() / signal.connect(callable). Use signals for decoupled communication; avoid direct node-to-node calls across sibling branches.
  • Nodes and @onready: Use @onready var sprite: Sprite2D = $Sprite2D for node references; avoid get_node() at _ready() by hand. Avoid deep nesting; extract logical sub-trees into .tscn scenes.
  • Typing: Use full type hints throughout — var health: int, func take_damage(amount: int) -> void. Enables Godot's static analysis and editor autocomplete. Use as casts with null checks where type is uncertain.
  • Groups: add_to_group("enemies") for broad queries. Use get_tree().get_nodes_in_group() when needed; prefer signals for targeted events.
  • Autoloads (singletons): Register scripts or scenes as autoloads in Project Settings → Autoloads. Access via their registered name anywhere in the project (e.g. GameManager.start_level()). Use for global state, event buses, or service locators. Do not put per-scene state in autoloads.
  • Resources as data: Extend Resource for typed data objects (item definitions, ability configs, AI blackboards). Save as .tres (text) or .res (binary). Load with load() / preload(). Use @export on Resource-typed properties for Inspector assignment.
  • Enum and const: Declare enum State { IDLE, WALK, ATTACK } in the class or as a standalone file for shared use. Prefer typed enums over raw integers.
  • Callable and lambda: Use Callable(self, "method_name") or func() -> void: ... for deferred calls, call_deferred, and tween.tween_callback.

Read the full file on GitHub · 224 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. 6d ago First seen · 224 lines · 86 tokens per session scan A f559fe8351d2

Subscribe to this mod's changes

pn-godot-dev is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 3d ago), licensed MIT. It adds 86 tokens to every session and 4,273 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 2026-09-03.