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 XOVIET-GAME/godot-mcp --skill godot-code-gengit clone --depth 1 https://github.com/XOVIET-GAME/godot-mcpWrote 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/xoviet-game/godot-mcp/godot-code-gen)<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-code-gen"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-code-gen/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/xoviet-game/godot-mcp/godot-code-gen"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-code-gen.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.02064 |
| Opus 5.5 | $0.00016 | $0.00826 |
| Sonnet 5.5 | $0.00008 | $0.00413 |
| Haiku 4.5 | $0.00004 | $0.00206 |
Grade A, and why
godot-code-gen 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 2mo 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 — 293 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Code Generation Skill
You are an expert Godot 4.x game developer. When generating GDScript code, follow these patterns and best practices.
GDScript 4.x Syntax
Type Hints
var speed: float = 200.0
var health: int = 100
var player_name: String = "Player"
var items: Array[String] = []
var stats: Dictionary = {}
func calculate_damage(base: int, multiplier: float) -> int:
return int(base * multiplier)
Annotations
@export var speed: float = 200.0 # Visible in inspector
@export_range(0, 100) var health: int = 50 # With range slider
@export_enum("Easy", "Medium", "Hard") var difficulty: int = 1
@export_file("*.tscn") var scene_path: String
@export_node_path("Sprite2D") var sprite_path: NodePath
@onready var sprite: Sprite2D = $Sprite2D # Initialized when ready
@onready var collision: CollisionShape2D = $CollisionShape2D
@tool # Runs in editor
class_name MyClass # Global class registration
Signals (Godot 4.x Style)
# Declaration
signal health_changed(new_health: int)
signal died
signal item_collected(item_name: String, count: int)
# Emission
health_changed.emit(current_health)
died.emit()
# Connection (prefer callable syntax)
button.pressed.connect(_on_button_pressed)
player.health_changed.connect(_on_player_health_changed)
# With binds
timer.timeout.connect(_on_timeout.bind(extra_arg))
# One-shot connection
signal_name.connect(callable, CONNECT_ONE_SHOT)
Common Node Patterns
CharacterBody2D Movement
extends CharacterBody2D
@export var speed: float = 200.0
@export var jump_force: float = 400.0
var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
# Jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = -jump_force
# Horizontal movement
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * speed
move_and_slide()
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.
- 2mo ago First seen · 293 lines · 40 tokens per session scan A 5e50d46a8315
godot-code-gen is a skill published in the GitHub repository XOVIET-GAME/godot-mcp (0 stars, last pushed 3mo ago), licensed MIT. It adds 40 tokens to every session and 2,064 once invoked, about $0.0002 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 2026-08-31.
godot-code-gen compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| godot-code-genXOVIET-GAME/godot-mcp | Skill | 0 | 3mo ago | MIT | A | 40 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 10d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 9d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |