create-autoload

create-autoload is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 57 tokens per session (1,361 once invoked), scanned A, original, MIT.

A Godot helper for creating an autoload, a script that Godot makes available globally throughout a project.

In plain words
What is it for?
Use it to create and register one singleton script in Godot and receive an example of how to access it.
Why use it?
It prevents the script, project settings entry, naming, and load order from being configured inconsistently.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit Use it to create and register one singleton script in Godot and receive an example of how to access it.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/create-autoload
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 Simone-Tarantino/godot-superpowers --skill create-autoload
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

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 create-autoload

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-autoload.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-autoload)
Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-autoload"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-autoload.svg" alt="Measured on agentmods" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,361 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 $0.00057 $0.01361
Opus 5 $0.00028 $0.00681
Sonnet 5 $0.00011 $0.00272
Haiku 4.5 $0.00006 $0.00136

Measured 8d ago against content hash dc7219242f29, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

create-autoload 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/create-autoload/SKILL.md · 159 lines

How it starts

The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create Autoload

Generate a single autoload singleton. For the canonical starter set (EventBus, GameState, SceneManager, AudioManager, SaveManager) use the bootstrap-godot-project skill.

Steps

1. Create the script

autoload/<snake_case_name>.gd:

extends Node
## {OneLinePurpose}.
## Registered as autoload "{PascalCaseName}". Access globally via {PascalCaseName}.

# signals
# enums
# constants
# vars

func _ready() -> void:
    pass

extends Node is the safe default. Use Node2D / Node3D only if the autoload needs a transform (rare). Object won't work — autoloads must be Node.

2. Register in project.godot

Add under [autoload] (create the section if missing):

[autoload]
{PascalCaseName}="*res://autoload/{snake_case_name}.gd"

The leading * enables the singleton — without it, the script just gets instantiated as a child of the root node, NOT exposed by name.

Order matters: an autoload that depends on another must appear after it. Example: SceneManager depends on EventBus → list EventBus first.

3. Reload project

Either restart Godot or open Project Settings → Globals → Autoload to see the entry. The editor exposes the autoload to scripts only after registration is loaded.

4. Use it

# anywhere in any script
SaveManager.save_game(0)
EventBus.player_died.emit()

Decision rules

When to autoload

✅ Cross-scene state that must persist across scene changes (current run data, audio bus volumes, save slot) ✅ Cross-scene event hub (EventBus) ✅ Single-instance services (AudioManager, SaveManager, SceneManager) ✅ Settings / config that any scene reads

When NOT to autoload

❌ Anything tied to a specific scene's lifecycle (player, level) ❌ Anything you might want multiple of (camera rig, AI brain) ❌ Heavy _process work that runs even when irrelevant ❌ Things that should be Resource instead (pure data)

Alternatives

Alternative When
Group + get_tree().call_group() Many-to-many broadcasts (alert all enemies)
Static class (class_name X extends RefCounted) Pure utility functions, no state
Resource singleton via preload Shared read-only data (curves, constants)
Service locator on a non-autoload root node Tested apps where DI is preferred

Read the full file on GitHub · 159 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 · 159 lines · 57 tokens per session scan A dc7219242f29

Subscribe to this mod's changes

create-autoload is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 57 tokens to every session and 1,361 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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