godot-validation

godot-validation is a skill for Kiro from smileynet/teach-me. It costs 59 tokens per session (2,398 once invoked), scanned A, original, MIT.

A Godot testing workflow for checking shaders on textured 3D objects and saving screenshots that compare the original and changed results.

In plain words
What is it for?
Use it to test lesson shaders, compare before-and-after rendering, capture camera views, and repair invalid glTF imports in a Godot test project.
Why use it?
It provides visual evidence that a shader works and helps resolve a Godot glTF import state that prevents scenes from loading correctly.

Skill for Kiro

Written for Kiro: installed under .kiro/. Also seen: mentions subagents.

Good fit Use it to test lesson shaders, compare before-and-after rendering, capture camera views, and repair invalid glTF imports in a Godot test project.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/smileynet/teach-me/godot-validation
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 smileynet/teach-me --skill godot-validation
Clone the repo
git clone --depth 1 https://github.com/smileynet/teach-me

Made for: Kiro.

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 godot-validation

README.md
[![agentmods](https://agentmods.dev/badge/skills/smileynet/teach-me/godot-validation/github.svg)](https://agentmods.dev/skills/smileynet/teach-me/godot-validation)
Your own site
<a href="https://agentmods.dev/skills/smileynet/teach-me/godot-validation"><img src="https://agentmods.dev/badge/skills/smileynet/teach-me/godot-validation/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 godot-validation

Your own site · 80×15
<a href="https://agentmods.dev/skills/smileynet/teach-me/godot-validation"><img src="https://agentmods.dev/badge/skills/smileynet/teach-me/godot-validation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,398 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 $0.00059 $0.02398
Opus 5 $0.00030 $0.01199
Sonnet 5 $0.00012 $0.00480
Haiku 4.5 $0.00006 $0.00240

Measured yesterday against content hash 95381bffafb1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

godot-validation 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 yesterday.

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.

.kiro/skills/godot-validation/SKILL.md · 127 lines

How it starts

The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Visual Validation

Validate lesson shaders by applying them to PBR-textured meshes in test-scene/ and capturing A/B screenshot proof.

Test Scene

  • Project: D:\code\teach-me\test-scene
  • PBR assets: test-scene/assets/polyhaven/ (Barrel_01, Camera_01, Lantern_01 — 1K textures)
  • Shaders: test-scene/shaders/ (copied from library/godot-gamedev/reference/code/)
  • Screenshot output: test-scene/.scratch/screenshots/

glTF Import Fix

MCP reimport/scan do NOT trigger Godot's scene importer for glTF files. If .gltf.import shows valid=false:

  1. Delete the .gltf.import files
  2. Run godot --headless --editor --import --quit --path test-scene
  3. Restart the editor (quit + relaunch)
  4. Then node_create with scene_path will work

Capturing Screenshots to Disk

editor_screenshot returns inline base64 only — cannot save to files. To get files:

  1. Run the project (project_run)
  2. Use game_eval to position camera, toggle shader, and save:
var img = get_viewport().get_texture().get_image()
img.save_png('user://screenshots/filename.png')

Files land at C:/Users/uosmi/AppData/Roaming/Godot/app_userdata/teach-me-shader-test/screenshots/. Copy to test-scene/.scratch/screenshots/ after capture.

Framing Objects (Fill the Frame)

Calculate camera distance from object AABB so it occupies ~80% of viewport:

var half_fov_tan = tan(cam.fov * 0.5 * PI / 180.0)
var dist = largest_aabb_dimension / half_fov_tan

Position camera at target + offset where offset uses 30° elevation/azimuth:

var elev = 30.0 * PI / 180.0
var azim = 30.0 * PI / 180.0
var offset = Vector3(dist * cos(elev) * sin(azim), dist * sin(elev), dist * cos(elev) * cos(azim))
cam.global_position = target + offset
cam.look_at(target)

MCP Reliability (hard rules — validated 2026-08-26)

The godot-ai MCP has three failure modes that cause silent wrong results:

  1. game_eval mutations are for READING, not persisting. Setting rotation_degrees or set_shader_parameter on a running instance is unreliable — changes may not affect the render or reset on the next project_run. Symptom: two different "edits" produce pixel-identical captures. Fix: edit the .tscn on disk (persistent, git-tracked), then project_run picks up saved state. Use game_eval only to capture the viewport and sample pixels.

Read the full file on GitHub · 127 lines

Files

What ships with it

1 file 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.

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. yesterday Changed · +2 lines 95381bffafb1
  2. 8d ago First seen · 125 lines · 59 tokens per session scan A baac5f5e83e8

Subscribe to this mod's changes

godot-validation is a skill published in the GitHub repository smileynet/teach-me (3 stars, last pushed yesterday), licensed MIT. It adds 59 tokens to every session and 2,398 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.

Related

Other skills, from other repositories

onboarding-and-teaching

Use when designing, reviewing, or generating the introduction to ANY mechanic in ANY genre — the four-beat teaching pattern (introduce→test→combine→twist), show-don't-tell level design, progressive disclosure and scaffolding, the mechanic dependency graph, FTUE (first-time user experience), early retention funnels…

rondorkerin/gamestack · 180 tokens

anki

Anki spaced repetition learning system reference. Covers the science of SRS and SM-2 algorithm, card design principles, optimal deck settings, FSRS scheduler, study workflow, essential add-ons, custom templates, filtered decks, and AnkiConnect API.

bytesagain/ai-skills · 53 tokens

tests-run

Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.

IvanMurzak/Unity-MCP · 68 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

sprite-gen

Generate clean 2D game sprites and animation atlases with a component-row pipeline: base identity, numeric sprite-request SSoT, per-state layout guides, image-gen row strips, chroma-key alpha cleanup, connected-component frame extraction, cell-based atlas composition, QA reports, and runtime manifest framelayout. Its…

aldegad/sprite-gen · 291 tokens

smoke-check

Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.

Donchitos/Claude-Code-Game-Studios · 61 tokens