godot-mcp: Skill for Claude Code

.agents/skills/godot/SKILL.md

godot is a skill for Claude Code, Codex from Vollkorn-Games/godot-mcp. It costs 214 tokens per session (2,238 once invoked), scanned A, original, MIT.

A development guide for Godot, a game engine used to build games and interactive applications. It covers the engine's scene structure, scripting, resources, signals, physics, input, and related systems, with attention to Godot 4.x.

In plain words
What is it for?
Use it when building or changing a Godot project. It supports work on typed GDScript, scenes and nodes, movement, collisions, raycasts, input, signals, autoloads, and the SceneTree.
Why use it?
It helps developers use Godot's current project structure and coding patterns while checking which version a project actually uses. Version-specific advice may need rechecking as Godot changes.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

This is Vollkorn-Games/godot-mcp's own configuration. It tells Claude Code and Codex how to work on godot-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything godot-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to Vollkorn-Games/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/Vollkorn-Games/godot-mcp/main/.agents/skills/godot/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/Vollkorn-Games/godot-mcp

Made for: Claude Code, Codex.

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

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

agentmods 80×15 button for godot

Your own site · 80×15
<a href="https://agentmods.dev/skills/vollkorn-games/godot-mcp/godot"><img src="https://agentmods.dev/badge/skills/vollkorn-games/godot-mcp/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 214 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,238 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 $0.00214 $0.02238
Opus 5 $0.00107 $0.01119
Sonnet 5 $0.00043 $0.00448
Haiku 4.5 $0.00021 $0.00224

Measured 12d ago against content hash 47cad9d3b99b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

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 12d 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.

.agents/skills/godot/SKILL.md · 122 lines

How it starts

The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Development

This skill tracks the current stable Godot, captured as a dated snapshot. The paradigms (typed GDScript, TileMapLayer over TileMap, annotation and signal syntax, call-down-signal-up) move slowly. The exact version numbers and per-release breaking changes move fast, so the version-specific facts are dated and meant to be re-verified.

Snapshot and freshness

  • Snapshot date: 2026-06-19 (the date in the frontmatter). The snapshot currently targets the Godot 4.x line, with 4.7 as the current stable. Each reference file also carries its own Verified date.
  • Check the project's Godot version first. Read project.godot for config/features (e.g. PackedStringArray("4.7", ...)) and the editor version. The installed major.minor decides which pitfalls and APIs apply. Never assume it from memory.
  • Staleness rule. If today is well past a reference file's Verified date, or a new Godot minor has shipped, treat that file's version-specific claims (breaking changes, "new in" features, default-changed behavior) as suspect and confirm against the official release notes. The core paradigm sections age far slower than the version notes.
  • Updating. When a claim matters for the task, confirm it against the official Godot docs or the release notes for that version, then refresh the reference file and bump its Verified line. Maintainers: see MAINTENANCE.md.

Core Rules

  1. Always use static typing - typed GDScript is significantly faster and catches errors at parse time
  2. Use TileMapLayer, not TileMap - TileMap is deprecated since 4.3
  3. Use annotation syntax - @export, @onready, @tool (not the old keywords)
  4. Use the current signal syntax - signal.connect(callable), signal.emit()
  5. Call down, signal up - parents call children, children emit signals
  6. Never combine @onready with @export - @onready overrides exported values

Project Structure Convention

res://
  scenes/         .tscn scene files with co-located .gd scripts
  scripts/
    autoload/     singleton scripts (registered in project.godot)
    data/         class_name Resource definitions
    systems/      game system logic
  resources/      .tres data files (organized by type)
  assets/
    sprites/      textures, spritesheets
    tilesets/     tileset resources
    audio/        sound effects, music

Read the full file on GitHub · 122 lines

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. 12d ago First seen · 122 lines · 214 tokens per session scan A 47cad9d3b99b

Subscribe to this mod's changes

godot is a skill published in the GitHub repository Vollkorn-Games/godot-mcp (3 stars, last pushed 1mo ago), licensed MIT. It adds 214 tokens to every session and 2,238 once invoked, about $0.0011 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

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens