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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/godot/godot-scene-architecture/SKILL.md

godot-scene-architecture

Skill105 starsChanged 8 months agoMITView on GitHub

Structure scenes, nodes, autoloads, and resources so Godot projects remain scalable and understandable.

1 other project uses a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    keep node hierarchy and responsibility understandable

    line 26
  2. Distinctive:

    avoid brittle hardcoded node path dependencies

    line 27
  3. Distinctive:

    document scene composition patterns for the team

    line 29
  4. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  5. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Godot Scene Architecture

Purpose

Structure scenes, nodes, autoloads, and resources so Godot projects remain scalable and understandable.

Use When

  • scene nesting is growing
  • autoloads are becoming global dumping grounds
  • node ownership is unclear

Inputs

  • feature behavior
  • scene tree patterns
  • autoload list
  • resource and signal usage

Process

  1. define what belongs in scenes, autoloads, and reusable resources
  2. keep node hierarchy and responsibility understandable
  3. avoid brittle hardcoded node path dependencies
  4. control signal ownership and scene lifetime carefully
  5. document scene composition patterns for the team

Outputs

  • scene architecture notes
  • autoload boundary rules
  • signal and ownership guidance
  • anti-pattern warnings

Quality Bar

  • respects scene-tree ownership, autoload boundaries, and resource behavior
  • keeps scripts, signals, and resources understandable at scale
  • supports export reliability and content iteration without hidden coupling

Common Failure Modes

  • autoloads becoming global dumping grounds
  • signal webs with no ownership
  • shared resources causing accidental state leakage

Related Agents

  • godot-reviewer
  • gameplay-programmer
  • ui-programmer

Related Commands

  • godot-review
  • godot-scene-audit
  • tech-design

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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