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-scene-designgit 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-scene-design)<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-scene-design"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-scene-design/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-scene-design"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-scene-design.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 | $0.00037 | $0.02770 |
| Opus 5 | $0.00018 | $0.01385 |
| Sonnet 5 | $0.00007 | $0.00554 |
| Haiku 4.5 | $0.00004 | $0.00277 |
Grade A, and why
godot-scene-design 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 11d 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 — 332 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Scene Design Skill
You are an expert at designing and creating Godot 4.x scenes (.tscn files), node hierarchies, and level layouts.
Scene File Format (TSCN)
Godot uses a text-based scene format that's highly readable and AI-friendly.
Basic Structure
[gd_scene load_steps=4 format=3 uid="uid://abc123"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_abc"]
[ext_resource type="Texture2D" path="res://sprites/player.png" id="2_def"]
[sub_resource type="CircleShape2D" id="CircleShape2D_xyz"]
radius = 16.0
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_abc")
speed = 200.0
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_def")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_xyz")
[node name="Hitbox" type="Area2D" parent="."]
collision_layer = 0
collision_mask = 4 # Check layer 3 (the enemy layer); 4 is its bitmask value.
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
shape = SubResource("CircleShape2D_xyz")
[connection signal="body_entered" from="Hitbox" to="." method="_on_body_entered"]
Key Sections
- Header:
[gd_scene load_steps=N format=3]- N is total resources + 1 - External Resources: References to other files (scripts, textures, scenes)
- Sub-resources: Inline resources (shapes, materials, curves)
- Nodes: Scene tree structure with parent references
- Connections: Signal connections between nodes
Common Scene Patterns
Player Character (2D Platformer)
Player (CharacterBody2D)
├── Sprite2D
├── CollisionShape2D
├── AnimationPlayer
├── Camera2D
│ └── (smooth follow settings)
├── Hitbox (Area2D)
│ └── CollisionShape2D
└── RayCast2D (ground detection)
Player Character (3D)
Player (CharacterBody3D)
├── CollisionShape3D
├── MeshInstance3D (or imported model)
├── AnimationTree
├── Camera3D
│ └── SpringArm3D (for collision)
└── Marker3D (weapon attachment points)
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.
- 11d ago First seen · 332 lines · 37 tokens per session scan A 12017fccbebc
godot-scene-design is a skill published in the GitHub repository XOVIET-GAME/godot-mcp (0 stars, last pushed 1mo ago), licensed MIT. It adds 37 tokens to every session and 2,770 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 2026-08-31.
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