Loom is a delivery harness that guides coding agents through defining, planning, implementing, checking, repairing, previewing, and handing off software changes. It is used with Claude Code, Codex, OpenCode, and other coding agents when work must be continued or inspected across sessions. The catalogue skills, hooks, commands, instructions, and plugin extend or operate this workflow.
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 valkor-ai/loom --skill gdunit-drivergit clone --depth 1 https://github.com/valkor-ai/loomWrote 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/valkor-ai/loom/gdunit-driver)<a href="https://agentmods.dev/skills/valkor-ai/loom/gdunit-driver"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/gdunit-driver/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/valkor-ai/loom/gdunit-driver"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/gdunit-driver.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00084 | $0.03452 |
| Opus 5.5 | $0.00034 | $0.01381 |
| Sonnet 5.5 | $0.00017 | $0.00690 |
| Haiku 4.5 | $0.00008 | $0.00345 |
Grade A, and why
gdunit-driver 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 1mo 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 — 396 lines — stays where its author put it; the contents beside it link to each section on GitHub.
gdUnit4 Test Driver
$ARGUMENTS
1. Locate the Godot executable
Use GODOT_PATH when Godot is not on PATH:
GODOT_BIN="${GODOT_PATH:-godot}"
"$GODOT_BIN" --version
2. Run tests
The CLI runner across all supported versions (v4.x, v5.x, v6.x) is addons/gdUnit4/bin/GdUnitCmdTool.gd. The path uses capital-U gdUnit4/ to match the upstream repo layout — Windows is case-insensitive but Godot's global script registry de-duplicates by exact path string, so a casing mismatch between the runner invocation and the on-disk directory triggers Class "..." hides a global script class parse errors and a non-zero exit.
# Single file
"$GODOT_BIN" --headless -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--add res://test/test_example.gd --ignoreHeadlessMode
# Multiple files
"$GODOT_BIN" --headless -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--add res://test/test_physics.gd --add res://test/test_spawner.gd \
--ignoreHeadlessMode
# All tests in a directory
"<godot_path>" --headless -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--add res://test/ --ignoreHeadlessMode
Notes:
- Include
--ignoreHeadlessModefor headless runs. - Use
--addto enqueue test files or directories (repeat the flag for multiples). - Runner path needs the
res://prefix and the capital-Uaddons/gdUnit4/casing. - No
::methodsyntax for single test methods — run the whole file instead.
C# tests
GdUnitCmdTool.gd supports C# test files too, but ensure dotnet build passes first — gdUnit4 runs compiled assemblies, not source files.
dotnet build && "$GODOT_BIN" --headless -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--add res://test/csharp/TestExample.cs --ignoreHeadlessMode
Useful flags
| Flag | Purpose |
|---|---|
--add <path> |
Add test path to execution (file or directory; repeat to enqueue multiple) |
--ignoreHeadlessMode |
Allow headless execution |
--report-directory <path> |
Override report output directory |
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.
- 1mo ago First seen · 396 lines · 84 tokens per session scan A 791a91ab638e
gdunit-driver is a skill published in the GitHub repository valkor-ai/loom (1,263 stars, last pushed yesterday), licensed Apache-2.0. It adds 84 tokens to every session and 3,452 once invoked, about $0.0003 per session on Opus 5.5. 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.
Other skills, from other repositories
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.
godot-gdscript-headless-testing
Run GDScript test suites from the command line with godot --headless, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot project needs unit tests without opening the editor, when wiring a CI job (GitHub Actions or similar) that must fail the build on a…
unity-testability
Advise on Unity testability.
unity-testing
Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.
web-game-performance-and-testing
Use when working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded…
godot-testing
Use when writing or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.