godot-devtool-live-editor

godot-devtool-live-editor is a skill for Claude Code, Codex from wangdiandao/godot-devtool. It costs 41 tokens per session (385 once invoked), scanned A, original, MIT.

A live-editing bridge for the Godot game editor, letting an agent inspect and change the currently open project and scene.

In plain words
What is it for?
It helps select nodes, edit Inspector properties, add, delete, rename, move, or duplicate nodes, save scenes, check plugin status, and reload plugins.
Why use it?
It avoids switching between the agent and Godot or reloading files from disk when you need to see editor changes directly.

Skill for Claude CodeCodex

Part of the godot-devtool plugin — 6 skills, 1 agent shipped together

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.

agentmods
npx agentmods add skills/wangdiandao/godot-devtool/godot-devtool-live-editor
Any agent
npx skills add wangdiandao/godot-devtool --skill godot-devtool-live-editor
Clone the repo
git clone --depth 1 https://github.com/wangdiandao/godot-devtool

Made for: Claude Code, Codex.

Or install godot-devtool, the plugin that ships this one along with the rest of its 6 skills, 1 agent.

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-devtool-live-editor

README.md
[![agentmods](https://agentmods.dev/badge/skills/wangdiandao/godot-devtool/godot-devtool-live-editor.svg)](https://agentmods.dev/skills/wangdiandao/godot-devtool/godot-devtool-live-editor)
Your own site
<a href="https://agentmods.dev/skills/wangdiandao/godot-devtool/godot-devtool-live-editor"><img src="https://agentmods.dev/badge/skills/wangdiandao/godot-devtool/godot-devtool-live-editor.svg" alt="Measured on agentmods" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 385 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00041 $0.00385
Opus 5 $0.00020 $0.00192
Sonnet 5 $0.00008 $0.00077
Haiku 4.5 $0.00004 $0.00038

Measured 5d ago against content hash 976520cc5889, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

godot-devtool-live-editor 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 5d 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.

skills/godot-devtool-live-editor/SKILL.md · 54 lines

What it actually says

Godot Devtool Live Editor

Load this when the user expects the open Godot editor to update directly.

Start

Request focused schema:

get_capabilities { "workflow": "live_editor", "includeSchemas": true }

Then confirm editor state:

plugin_status
list_bridge_sessions { "projectPath": "...", "context": "editor" }
plugin_dock_status

If no editor client is connected, use launch_editor or ask the user to open Godot, then plugin_reload after addon changes.

Tools

Read state:

plugin_status
plugin_dock_status
editor_get_selection
editor_inspector_get_properties

Modify the open scene through UndoRedo:

editor_select_node
editor_inspector_set_properties
editor_add_node
editor_delete_node
editor_rename_node
editor_move_node
editor_duplicate_node
editor_save_scene

Existing scene/node tools may use mode: "editor_live" with autoSave when the open editor scene must change without a disk reload.

Proof

Use plugin_dock_status as the machine-readable substitute when editor screenshots are unavailable. Verify labels for MCP Server, Editor Bridge, Runtime Bridge, Connection, Current Scene, Selection, Activity, Reconnect, and Refresh.

Do not infer success from a connected dock alone. A live edit is proven by a completed editor receipt plus a follow-up read such as editor_get_selection, editor_inspector_get_properties, or plugin_dock_status.

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. 5d ago First seen · 54 lines · 41 tokens per session scan A 976520cc5889

Subscribe to this mod's changes

godot-devtool-live-editor is a skill published in the GitHub repository wangdiandao/godot-devtool (90 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 385 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 2026-08-30.

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