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 vasilyu1983/AI-Agents-public --skill gamedev-godotgit clone --depth 1 https://github.com/vasilyu1983/AI-Agents-publicWrote 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/vasilyu1983/ai-agents-public/gamedev-godot)<a href="https://agentmods.dev/skills/vasilyu1983/ai-agents-public/gamedev-godot"><img src="https://agentmods.dev/badge/skills/vasilyu1983/ai-agents-public/gamedev-godot/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/vasilyu1983/ai-agents-public/gamedev-godot"><img src="https://agentmods.dev/badge/skills/vasilyu1983/ai-agents-public/gamedev-godot.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 | $0.00040 | $0.04666 |
| Opus 5 | $0.00020 | $0.02333 |
| Sonnet 5 | $0.00008 | $0.00933 |
| Haiku 4.5 | $0.00004 | $0.00467 |
Grade A, and why
gamedev-godot 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 — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Game Creation
Use this skill to take a Godot project from empty editor to a published, exported build using the engine, language, and tooling reality of Godot 4.7 (stable, released 2026-06-18; current as of July 2026). It covers the durable build spine (prototype → first playable → content → export) and fences the volatile engine layer (renderer names, minor-version API renames, physics-engine defaults, C# and web-export caveats) so you teach what is true today, not what was true in Godot 3.
Version note (verify): 4.7 is current stable (released 2026-06-18), on an active patch cycle — 4.7.1 was at RC2 as of 2026-07-11, still not stable, fixing real regressions in the 4.7.0 release (editor freezes, a Jolt temp-buffer crash, Android virtual-keyboard bugs) — pin the exact patch level in CI, not just the minor, and re-check whether 4.7.1 has shipped stable before you start a new project. 4.6 (2026-01-26) made Jolt the default 3D physics engine — a behavior-changing default when opening a pre-4.6 3D project. 4.7 replaced the old Asset Library with a new Asset Store (in-editor, threaded browsing, reviews/ratings) — old Asset Library deep links from before 4.6 no longer resolve; point contributors at the new store. Godot 5.0 has not shipped and has no announced date.
This is a software/game-development domain skill. It is self-contained: pick the stage you are in, load the one reference for that stage, do the work, verify volatile claims before quoting them.
Quick Reference
| Stage | Read or Run | Durable default (Godot 4.x, mid-2026) |
|---|---|---|
| Setup & project | references/setup-and-project.md |
One editor install per project via a version manager; commit project.godot + source, gitignore .godot/; pick GDScript unless you have a concrete reason for C# (heavier export, no web export for C# without extra setup — verify) |
| Language & architecture | references/gdscript-and-architecture.md |
class_name + @export + static typing (var x: int); signals up, calls down; autoload singletons for cross-scene state; _physics_process for gameplay, _process for visuals |
| Build the game | references/scenes-and-nodes.md |
Compose with scenes as reusable prefabs; keep the node tree shallow; instance scenes, don't deep-nest; CharacterBody2D/3D + move_and_slide(); TileMapLayer for 2D grids (the monolithic TileMap is deprecated since 4.3 — use the editor's one-click migration); Jolt is the default 3D physics engine since 4.6 |
| Performance & traps | references/performance-and-traps.md |
Cache get_node results; free with queue_free(); use object pools for bullets/particles; profile with the built-in profiler + --verbose; avoid per-frame allocations in _process |
| Rendering & platforms | references/rendering-and-export.md |
Pick the renderer per target (Forward+ desktop, Mobile for phones, Compatibility for web/old GPUs); export needs matching export templates; test on-device, not just the editor |
| Ship & polish | references/rendering-and-export.md#shipping |
Export presets per platform; strip debug; sign/notarize per store rules (verify per platform); one-button build via godot --headless --export-release in CI |
What ships with it
10 files 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.
- agents/openai.yaml 330 B
- data/sources.json 8.4 KB
- learnings.consolidated.md 1.2 KB
- learnings.md 380 B
- references/gdscript-and-architecture.md 7.8 KB
- references/performance-and-traps.md 6.6 KB
- references/rendering-and-export.md 6.1 KB
- references/rendering-and-shaders.md 3.6 KB
- references/scenes-and-nodes.md 3.6 KB
- references/setup-and-project.md 2.8 KB
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 · 151 lines · 40 tokens per session scan A 8dab83300de6
gamedev-godot is a skill published in the GitHub repository vasilyu1983/AI-Agents-public (87 stars, last pushed 10d ago), licensed MIT. It adds 40 tokens to every session and 4,666 once invoked, about $0.0002 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 2026-09-03.
Other skills, from other repositories
procedural-generation
Procedural generation patterns — Perlin/Simplex noise, BSP dungeon generation, random walk, loot tables with weighted random, wave function collapse basics, seed-based reproducibility.
dialogue-system
Dialogue tree patterns — ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.
inventory-system
Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.
save-system
Save/load patterns — ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.
state-machine
Generic state machine patterns — IState interface, StateMachine , game state management (menu/gameplay/pause), enemy AI states, hierarchical FSM. Load when implementing state-driven behavior.
character-controller
2D and 3D character controller patterns — coyote time, input buffering, variable jump, wall slide/jump, dash, slopes, stairs, camera-relative movement. Load when implementing player movement.