create-autoload
Skill2 starsChanged 6 months agoMITView on GitHub
Add a new singleton autoload — create the script in autoload/, register it in project.godot's [autoload] section, and provide a usage snippet. Use for one-off autoloads; for the standard set use bootstrap-godot-project instead.
In this repository33 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- bootstrap-godot-projectSkill
- codebase-surveySkill
- create-componentSkill
- create-resourceSkill
- create-sceneSkill
- create-state-machineSkill
- export-configSkill
- feature-planSkill
- feature-specSkill
- game-brainstormingSkill
- gdd-writerSkill
- genre-pack-3d-actionSkill
- genre-pack-platformerSkill
- genre-pack-topdownSkill
- genre-pack-turnbasedSkill
- godot-patternsSkill
- gut-test-writerSkill
- networking-foundationSkill
- performance-auditSkill
- save-schema-migrationSkill
- setup-collision-layersSkill
- setup-git-godotSkill
- setup-input-mapSkill
- setup-localizationSkill
- setup-save-systemSkill
- sfx-generatorSkill
- shader-writerSkill
- subagent-dev-modeSkill
- ui-patterns-godotSkill
- update-docsSkill
- using-godot-superpowersSkill
- writing-game-planSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 36
Add under [autoload] (create the section if missing):
- Very specific: line 158
Use RNG.stream(&"loot").randf() so loot rolls don't desync from combat rolls.
≈ “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.
Files
Create Autoload
Generate a single autoload singleton. For the canonical starter set (EventBus, GameState, SceneManager, AudioManager, SaveManager) use the bootstrap-godot-project skill.
Steps
1. Create the script
autoload/<snake_case_name>.gd:
extends Node
## {OneLinePurpose}.
## Registered as autoload "{PascalCaseName}". Access globally via {PascalCaseName}.
# signals
# enums
# constants
# vars
func _ready() -> void:
passextends Node is the safe default. Use Node2D / Node3D only if the autoload needs a transform (rare). Object won't work — autoloads must be Node.
2. Register in project.godot
Add under [autoload] (create the section if missing):
[autoload]
{PascalCaseName}="*res://autoload/{snake_case_name}.gd"The leading * enables the singleton — without it, the script just gets instantiated as a child of the root node, NOT exposed by name.
Order matters: an autoload that depends on another must appear after it. Example: SceneManager depends on EventBus → list EventBus first.
3. Reload project
Either restart Godot or open Project Settings → Globals → Autoload to see the entry. The editor exposes the autoload to scripts only after registration is loaded.
4. Use it
# anywhere in any script
SaveManager.save_game(0)
EventBus.player_died.emit()Decision rules
When to autoload
✅ Cross-scene state that must persist across scene changes (current run data, audio bus volumes, save slot)
✅ Cross-scene event hub (EventBus)
✅ Single-instance services (AudioManager, SaveManager, SceneManager)
✅ Settings / config that any scene reads
When NOT to autoload
❌ Anything tied to a specific scene's lifecycle (player, level)
❌ Anything you might want multiple of (camera rig, AI brain)
❌ Heavy _process work that runs even when irrelevant
❌ Things that should be Resource instead (pure data)
Alternatives
| Alternative | When |
Group + get_tree().call_group() | Many-to-many broadcasts (alert all enemies) |
Static class (class_name X extends RefCounted) | Pure utility functions, no state |
| Resource singleton via preload | Shared read-only data (curves, constants) |
| Service locator on a non-autoload root node | Tested apps where DI is preferred |
Common autoload templates
Settings manager
extends Node
## Persistent player settings (volume, resolution, language). ConfigFile-backed.
const PATH := "user://settings.cfg"
signal settings_changed
var _cfg := ConfigFile.new()
func _ready() -> void:
if _cfg.load(PATH) != OK:
_set_defaults()
_apply()
func get_value(section: StringName, key: StringName, default: Variant) -> Variant:
return _cfg.get_value(section, key, default)
func set_value(section: StringName, key: StringName, value: Variant) -> void:
_cfg.set_value(section, key, value)
_cfg.save(PATH)
settings_changed.emit()
_apply()
func _set_defaults() -> void:
_cfg.set_value("audio", "master_db", 0.0)
_cfg.set_value("audio", "music_db", -8.0)
_cfg.set_value("audio", "sfx_db", -3.0)
_cfg.set_value("video", "fullscreen", false)
_cfg.set_value("video", "vsync", true)
_cfg.save(PATH)
func _apply() -> void:
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), get_value("audio", "master_db", 0.0))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), get_value("audio", "music_db", -8.0))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), get_value("audio", "sfx_db", -3.0))
var fs: bool = get_value("video", "fullscreen", false)
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if fs else DisplayServer.WINDOW_MODE_WINDOWED)
var vs: bool = get_value("video", "vsync", true)
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED if vs else DisplayServer.VSYNC_DISABLED)Input remap
The setup-input-map skill configures project.godot [input] and generates a runtime remap menu (scenes/ui/input_remap_menu.tscn). It does not create an InputManager autoload — Godot's global Input and InputMap singletons cover that. Wrap them in an autoload only if you need cross-cutting behavior like recording inputs for replays or input buffering across scenes.
Random / RNG (seeded for replays)
extends Node
## Deterministic RNG. Seed once, derive sub-streams for separate systems.
var _rng := RandomNumberGenerator.new()
var _streams: Dictionary[StringName, RandomNumberGenerator] = {}
func _ready() -> void:
_rng.randomize()
func seed_run(s: int) -> void:
_rng.seed = s
_streams.clear()
func stream(name: StringName) -> RandomNumberGenerator:
if not _streams.has(name):
var s := RandomNumberGenerator.new()
s.seed = hash([_rng.seed, name])
_streams[name] = s
return _streams[name]Use RNG.stream(&"loot").randf() so loot rolls don't desync from combat rolls.
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