create-scene

create-scene is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 62 tokens per session (2,184 once invoked), scanned A, original, MIT.

A Godot 4.x scene scaffolding tool that creates common 2D and 3D game scenes from templates. Godot scenes are reusable game objects or screens made from nodes.

In plain words
What is it for?
It is for creating player and character scenes, levels, menus, pause screens, HUDs, inventory and dialogue interfaces, and related scripts.
Why use it?
It reduces the repetitive setup needed for players, enemies, menus, interfaces, and levels while wiring their basic signals and structure.

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 It is for creating player and character scenes, levels, menus, pause screens, HUDs, inventory and dialogue interfaces, and related scripts.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/create-scene
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-scene
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-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-scene/github.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-scene)
Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-scene"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-scene/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 create-scene

Your own site · 80×15
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-scene"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-scene.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,184 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 $0.00062 $0.02184
Opus 5 $0.00031 $0.01092
Sonnet 5 $0.00012 $0.00437
Haiku 4.5 $0.00006 $0.00218

Measured 8d ago against content hash 04b773a5bd63, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

create-scene 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-scene/SKILL.md · 263 lines

How it starts

The opening of the file, as written. The whole thing — 263 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create a Scene

Templates available. Pass <template> <name> (e.g. 2d-player Player, 3d-character Hero, main-menu MainMenu).

If no template matches, fall back to manual scaffolding using the principles in godot-patterns.

Templates

2d-player — CharacterBody2D player

{Name} (CharacterBody2D)
├── Sprite2D (or AnimatedSprite2D)
├── CollisionShape2D
├── Hurtbox (Area2D)            -> takes damage; layer: PlayerHurtbox
│   └── CollisionShape2D
├── Hitbox (Area2D)             -> deals damage; layer: PlayerHitbox
│   └── CollisionShape2D
├── HealthComponent (Node)
├── StateMachine (Node)
│   ├── Idle (Node)
│   ├── Run (Node)
│   ├── Jump (Node)
│   └── Fall (Node)
├── Camera2D (optional, for player-following)
└── AnimationPlayer

Script: extends CharacterBody2D, class_name Player. Connect Hurtbox.area_entered and forward to HealthComponent.take_damage. Use setup-collision-layers skill for the layer config.

The Player scene re-emits HealthComponent's signals so coordinators can connect on the root node instead of digging into children:

class_name Player
extends CharacterBody2D

signal health_changed(old: float, new: float)
signal died

@onready var _health: HealthComponent = $HealthComponent

func _ready() -> void:
    _health.health_changed.connect(func(old, new): health_changed.emit(old, new))
    _health.died.connect(func(): died.emit())

3d-character — CharacterBody3D player or NPC

{Name} (CharacterBody3D)
├── MeshInstance3D (or Skeleton3D for rigged)
├── CollisionShape3D
├── Hurtbox (Area3D)
│   └── CollisionShape3D
├── HealthComponent (Node)
├── StateMachine (Node)
├── CameraPivot (Node3D)         -> rotated by input
│   └── SpringArm3D              -> collision-aware camera arm
│       └── Camera3D
├── AnimationPlayer / AnimationTree
└── NavigationAgent3D (NPCs only)

Script: set velocity, call move_and_slide(). Camera: rotate CameraPivot from mouse/stick.

Read the full file on GitHub · 263 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 · 263 lines · 62 tokens per session scan A 04b773a5bd63

Subscribe to this mod's changes

create-scene is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 62 tokens to every session and 2,184 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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