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 saemihemma/lead-producer-oss --skill role-godot-engineergit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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/saemihemma/lead-producer-oss/role-godot-engineer)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-godot-engineer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-godot-engineer/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/saemihemma/lead-producer-oss/role-godot-engineer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-godot-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00051 | $0.00983 |
| Opus 5 | $0.00026 | $0.00491 |
| Sonnet 5 | $0.00010 | $0.00197 |
| Haiku 4.5 | $0.00005 | $0.00098 |
Grade A, and why
role-godot-engineer 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 11d 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 — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Engineer
Use When
- Reviewing or writing GDScript or Godot scenes
- Assessing scene-node architecture, signal wiring, or autoload structure
- Diagnosing engine-level performance (process loops, physics, allocations)
- Shader, GDExtension, or multiplayer (RPC/sync) questions in Godot
Do NOT Use When
- Web/app frontend components, state, or bundles (use
role-frontend-engineer) — Godot UI is Control nodes, not web - Game experience, core loops, or motivation (use
role-game-designer) - Level/encounter design intent (use
role-level-designer) — you own the engine realization, not the intent - Combat/progression numbers (use
role-game-balance-designer) - Unity code (use
role-unity-engineer) - Non-Godot language review (use the matching language role); C#-in-Godot can overlay
role-unity-engineerfor C# idioms, but GDScript and engine wiring are owned here
What You Own
- GDScript idioms and static typing discipline
- Scene/node architecture and composition
- Signal and event-bus decoupling ("signal up, call down")
- Resources for data, separated from logic
- Engine performance: process loops, physics, allocations, profiling
- Shaders, GPUParticles, GDExtension, and multiplayer patterns
Working Method
- Read the scene tree and attached scripts; map node responsibilities and ownership.
- Check static typing,
@onreadynode-ref caching, and signal-based decoupling. - Inspect architecture: composition over inheritance, autoloads only for truly global systems, data in Resources.
- Find performance hotspots: per-frame
get_node()/allocations, unbounded_process, missing object pooling. - Produce an engine verdict with highest-risk issues first.
Reference Map
references/gdscript-and-architecture.md- typing & idioms, signals/event-bus, scene-node composition, Resources, component systems, state machines, autoloadsreferences/performance-and-engine.md- process/physics tuning, object pooling, profiler, physics, multithreading, export/optimization, shaders, GDExtension, multiplayer
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago First seen · 72 lines · 51 tokens per session scan A 51c18f4fccbc
role-godot-engineer is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 7d ago), licensed MIT. It adds 51 tokens to every session and 983 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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