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fetastyfetasty/godot-skills/godot/SKILL.md

godot

Skill29 starsChanged 6 months agoMITView on GitHub

Godot Engine 4 specialist: architecture patterns, scene/node design, signals, resources, autoloads, project settings, export presets, and engine-level decisions. Use when working on Godot 4 game projects for: (1) Designing scene/node architecture, (2) Deciding between GDScript vs C# vs GDExtension, (3) Setting up autoloads or singletons, (4) Configuring project settings or export presets, (5) Reviewing Godot code for engine best practices, (6) Any general Godot 4 question. Includes bundled engine reference docs for version 4.6 with breaking changes, deprecated APIs, current best practices, and module references.

12 other projects use a version of this.

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The file

Show its rules and text

We split this skill into the rules it gives an agent

20 rules. 0 are common, 8 are distinctive, and 12 are very specific to this project.

  • 0

    Common

    Most of the 11 edited versions we read keep these.

  • 8

    Distinctive

    This author's own choices. Worth a look.

  • 12

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When in doubt, prefer APIs documented in the reference files over training data.

    line 36
  2. Distinctive:

    Prefer signals over direct cross-language method calls at language boundaries.

    line 46
  3. Distinctive:

    Prefer composition over inheritance — attach behavior via child nodes

    line 50
  4. Very specific:

    Use @onready for node references, never hardcoded distant paths

    line 52
  5. Very specific:

    Use PackedScene for instantiation

    line 54
  6. Distinctive:

    Keep the scene tree shallow — deep nesting causes performance and readability issues

    line 55
  7. Very specific:

    Use Resource subclasses for data-driven content (items, abilities, stats)

    line 81
  8. Very specific:

    Use load() for small resources, ResourceLoader.load_threaded_request() for large assets

    line 83
  9. Very specific:

    Use resource.duplicate() for per-instance data.

    line 85
  10. Distinctive:

    Use signals for decoupled communication

    line 89
  11. Very specific:

    Check is_connected() before connecting or use CONNECT_ONE_SHOT

    line 92
  12. Distinctive:

    Always include types in signal declarations

    line 93
  13. Very specific:

    Prefer EventBus (autoload) for global events, direct signals for parent-child

    line 94
  14. Distinctive:

    Use sparingly — only for truly global systems:

    line 98
  15. Distinctive:

    Never use autoloads as a dumping ground for utility functions

    line 104
  16. Very specific:

    Use Tween for animations instead of manual interpolation in _process()

    line 109
  17. Very specific:

    Use VisibleOnScreenNotifier2D/3D to disable off-screen processing

    line 111
  18. Very specific:

    Use MultiMeshInstance for large numbers of identical meshes

    line 112
  19. Very specific:

    Not freeing nodes (queue_free()) — memory leaks with orphan nodes

    line 119
  20. Very specific:

    Not using typed arrays: var enemies: Array[Enemy] = []

    line 123

“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “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 Engine Specialist

This skill provides Godot 4.6 engine expertise: architecture, scene/node patterns, signals, resources, autoloads, project configuration, and engine best practices. Bundled reference docs cover breaking changes, deprecated APIs, and post-cutoff features the model may not know.

Version Awareness

CRITICAL: Training data has a May 2025 cutoff. The bundled references cover Godot 4.4 through 4.6. Before suggesting any Godot API, read these files:

  1. references/VERSION.md — current engine version
  2. references/deprecated-apis.md — avoid deprecated APIs
  3. references/breaking-changes.md — version-specific changes
  4. references/current-best-practices.md — new/updated patterns
  5. references/modules/<subsystem>.md — subsystem-specific reference

Key post-cutoff changes: Jolt Physics default (4.6), D3D12 default on Windows (4.6), glow before tonemapping (4.6), variadic arguments and @abstract in GDScript (4.5), stencil buffer and SMAA (4.5), Accessibility via AccessKit (4.5).

When in doubt, prefer APIs documented in the reference files over training data.

Language Decision Guide

LanguageBest ForAvoid For
GDScriptGame logic, rapid iteration, scenes, UI, prototyping, 2DHeavy computation, data processing >1000/frame
C#Complex systems, AI, data processing, unit-tested codeSimple behaviors, scenes needing fast iteration
GDExtensionHot paths >1000/frame, native libs, SIMD, multithreadingGame logic, prototypes, simple behaviors

Prefer signals over direct cross-language method calls at language boundaries.

Scene and Node Architecture

  • Prefer composition over inheritance — attach behavior via child nodes
  • Each scene should be self-contained and reusable
  • Use @onready for node references, never hardcoded distant paths
  • Scenes should have a single root node with a clear responsibility
  • Use PackedScene for instantiation
  • Keep the scene tree shallow — deep nesting causes performance and readability issues
  • Maximum inheritance depth: 3 levels after Node base class

Naming Conventions

GDScript:

  • Files: snake_case.gd matching class_name
  • Classes: PascalCase (class_name PlayerCharacter)
  • Functions/variables: snake_case (func calculate_damage(), var current_health: float)
  • Constants: SCREAMING_SNAKE_CASE (const MAX_SPEED: float = 500.0)
  • Signals: snake_case, past tense (signal health_changed, signal died)
  • Private members: prefix with _ (var _internal_state: int)
  • Scenes: snake_case.tscn matching root class

C#:

  • Files: PascalCase.cs matching class name
  • Classes: PascalCase
  • Public members: PascalCase
  • Private fields: _camelCase
  • Methods: PascalCase
  • Constants: PascalCase
  • Signal delegates: PascalCase + EventHandler
  • Scenes: PascalCase.tscn

Resource Management

  • Use Resource subclasses for data-driven content (items, abilities, stats)
  • Save shared data as .tres files, not hardcoded in scripts
  • Use load() for small resources, ResourceLoader.load_threaded_request() for large assets
  • Custom resources must implement _init() with default values
  • Use resource.duplicate() for per-instance data; use duplicate_deep() for nested trees (4.5+)

Signals

  • Use signals for decoupled communication
  • signal.emit(args) not emit_signal("name", args)
  • Connect via signal.connect(callable), never string-based connect()
  • Check is_connected() before connecting or use CONNECT_ONE_SHOT
  • Always include types in signal declarations
  • Prefer EventBus (autoload) for global events, direct signals for parent-child

Autoloads

  • Use sparingly — only for truly global systems:
    • EventBus — global signal hub
    • GameManager — game state (pause, scene transitions)
    • SaveManager — save/load system
    • AudioManager — music and SFX management
  • Autoloads must NOT hold references to scene-specific nodes
  • Never use autoloads as a dumping ground for utility functions

Performance

  • Minimize _process() and _physics_process() — disable with set_process(false) when idle
  • Use Tween for animations instead of manual interpolation in _process()
  • Object pooling for frequently instantiated scenes (projectiles, particles, enemies)
  • Use VisibleOnScreenNotifier2D/3D to disable off-screen processing
  • Use MultiMeshInstance for large numbers of identical meshes
  • Profile with Godot's built-in profiler and Performance singleton

Common Pitfalls

  • Using get_node() with long relative paths instead of signals or groups
  • Processing every frame when event-driven would suffice
  • Not freeing nodes (queue_free()) — memory leaks with orphan nodes
  • Connecting signals in _process() (connects every frame, massive leak)
  • Using @tool scripts without proper editor safety checks
  • Ignoring tree_exited signal for cleanup
  • Not using typed arrays: var enemies: Array[Enemy] = []

Tooling

ripgrep for GDScript: There is no gdscript type in ripgrep. *.gd files are registered under the gap type. Always use --glob "*.gd" or glob: "*.gd" in the Grep tool — --type gdscript produces a hard error.

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