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 Simone-Tarantino/godot-superpowers --skill setup-collision-layersgit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/setup-collision-layers)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/setup-collision-layers"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/setup-collision-layers/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/simone-tarantino/godot-superpowers/setup-collision-layers"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/setup-collision-layers.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 | $0.00058 | $0.01224 |
| Opus 5 | $0.00029 | $0.00612 |
| Sonnet 5 | $0.00012 | $0.00245 |
| Haiku 4.5 | $0.00006 | $0.00122 |
Grade A, and why
setup-collision-layers 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 9d 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 — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Setup Collision Layers
Configures Project Settings → Layer Names → 2D Physics and 3D Physics with a battle-tested 11-layer scheme that supports clean hurtbox/hitbox separation.
The scheme
| Bit | Name | Used by | Masks (collides with) |
|---|---|---|---|
| 1 | World | StaticBody2D/3D, TileMapLayer, terrain | (passive — bodies on this layer don't actively scan) |
| 2 | Player | CharacterBody2D/3D player | World, Enemy, Pickup, Trigger |
| 3 | Enemy | Enemy CharacterBody / RigidBody | World, Player, EnemyHurtbox |
| 4 | PlayerProjectile | Bullets / abilities owned by player | World, Enemy, EnemyHurtbox |
| 5 | EnemyProjectile | Bullets / abilities owned by enemies | World, Player, PlayerHurtbox |
| 6 | Pickup | Coins, items, powerups | Player |
| 7 | Trigger | Area-based events, doors, checkpoints | Player (also Enemy if needed) |
| 8 | PlayerHurtbox | Area on player that takes damage | EnemyHitbox, EnemyProjectile |
| 9 | PlayerHitbox | Area on player that deals damage | EnemyHurtbox |
| 10 | EnemyHurtbox | Area on enemy that takes damage | PlayerHitbox, PlayerProjectile |
| 11 | EnemyHitbox | Area on enemy that deals damage | PlayerHurtbox |
Hitbox rule: a hitbox sits on its own layer and masks the opposing hurtbox layer. Never the reverse.
Apply to project.godot
Append (or merge into existing [layer_names] section):
[layer_names]
2d_physics/layer_1="World"
2d_physics/layer_2="Player"
2d_physics/layer_3="Enemy"
2d_physics/layer_4="PlayerProjectile"
2d_physics/layer_5="EnemyProjectile"
2d_physics/layer_6="Pickup"
2d_physics/layer_7="Trigger"
2d_physics/layer_8="PlayerHurtbox"
2d_physics/layer_9="PlayerHitbox"
2d_physics/layer_10="EnemyHurtbox"
2d_physics/layer_11="EnemyHitbox"
3d_physics/layer_1="World"
3d_physics/layer_2="Player"
3d_physics/layer_3="Enemy"
3d_physics/layer_4="PlayerProjectile"
3d_physics/layer_5="EnemyProjectile"
3d_physics/layer_6="Pickup"
3d_physics/layer_7="Trigger"
3d_physics/layer_8="PlayerHurtbox"
3d_physics/layer_9="PlayerHitbox"
3d_physics/layer_10="EnemyHurtbox"
3d_physics/layer_11="EnemyHitbox"
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.
- 9d ago First seen · 111 lines · 58 tokens per session scan A 479482a49b1b
setup-collision-layers is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 58 tokens to every session and 1,224 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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