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/wangdiandao/godot-devtool/godot-devtool-runtime-testnpx skills add wangdiandao/godot-devtool --skill godot-devtool-runtime-testgit clone --depth 1 https://github.com/wangdiandao/godot-devtoolWhat 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 | $0.00036 | $0.00341 |
| Opus 5 | $0.00018 | $0.00170 |
| Sonnet 5 | $0.00007 | $0.00068 |
| Haiku 4.5 | $0.00004 | $0.00034 |
Grade A, and why
godot-devtool-runtime-test 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.
What it actually says
Godot Devtool Runtime Test
Load this when validating running-game behavior.
Start
Request focused schema:
get_capabilities { "workflow": "runtime_test", "includeSchemas": true }
Run and identify the target:
run_project
plugin_status
list_run_instances
list_bridge_sessions
resolve_bridge_target
Pass runId or sessionId when more than one runtime matches.
Runtime Proof Loop
Use a before/after state check:
run_project { "projectPath": "...", "headless": true }- Poll
plugin_statusuntil a runtime client is connected. - Read state with
get_game_scene_tree,get_game_node_properties, orget_game_screenshot. - Simulate input with
simulate_action,simulate_key,simulate_mouse_click, orsimulate_sequence. - Read the same state again and compare.
- Read
get_debug_outputfor errors. - Stop with
stop_projectorstop_run_instance.
For movement and gameplay, prefer simulate_action over raw keys when the project has InputMap actions.
Completion
After stopping, call plugin_status. Runtime clients should drop to zero and runtime-state should not remain actively connected. Treat stale connected state after exit as a bridge lifecycle bug.
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 · 46 lines · 36 tokens per session scan A 5f2a85ef5eb1
godot-devtool-runtime-test is a skill published in the GitHub repository wangdiandao/godot-devtool (90 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 341 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
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.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
assets-prefab-instantiate
Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.