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 agentmods add skills/summerengine/summer-engine-agent/gdscript-patternsnpx skills add SummerEngine/summer-engine-agent --skill gdscript-patternsgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWhat 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 | $0.00079 | $0.01840 |
| Opus 5 | $0.00039 | $0.00920 |
| Sonnet 5 | $0.00016 | $0.00368 |
| Haiku 4.5 | $0.00008 | $0.00184 |
Grade A, and why
gdscript-patterns 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 3d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- gdscript-patterns — 94% identical, 14 lines differ
How it starts
The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GDScript Patterns for Summer Engine
When writing GDScript for Summer Engine projects, follow these patterns. They align with Godot 4.x conventions and work well with MCP scene operations.
Type Hints
Always use type hints for clarity and editor support:
var health: int = 100
var speed: float = 5.0
var player_name: String = ""
var velocity: Vector3 = Vector3.ZERO
var is_alive: bool = true
For nodes, use typed references:
@onready var collision_shape: CollisionShape3D = $CollisionShape3D
@onready var camera: Camera3D = $Camera3D
Signals
Define signals at the top of the script, then emit them:
signal died
signal health_changed(new_health: int)
signal item_collected(item_name: String)
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)
if health <= 0:
died.emit()
When connecting via MCP, use summer_connect_signal with the emitter path, signal name, receiver path, and method name. The receiver script must have the method defined.
Exports
Use @export for inspector-editable properties:
@export var move_speed: float = 5.0
@export var jump_force: float = 10.0
@export var max_health: int = 100
@export var can_double_jump: bool = false
Exports appear in the inspector. MCP can set initial values via summer_set_prop after the node exists, but exports are best for values the designer tweaks.
Lifecycle Methods
| Method | When it runs | Use for |
|---|---|---|
_ready() |
Once when node enters tree | Initialization, getting node references |
_process(delta: float) |
Every frame | UI, non-physics logic |
_physics_process(delta: float) |
Every physics frame (fixed) | Movement, physics, collision |
For character movement, use _physics_process and move_and_slide().
Node Access
# Prefer $ for direct children
var camera = $Camera3D
# get_node() for dynamic paths
var target = get_node("../Enemy/HealthBar")
# get_parent() / get_children() when needed
var siblings = get_parent().get_children()
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.
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.
- 3d ago First seen · 151 lines · 79 tokens per session scan A 9f71d7ed0e8a
gdscript-patterns is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed 8d ago), licensed MIT. It adds 79 tokens to every session and 1,840 once invoked, about $0.0004 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 2026-08-30.
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