godot-project-setup
Skill870 starsChanged 22 days agoMITView on GitHub
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
1 other project uses a version of this.
Adopted by
Most recently taken up by
- vl4dt/godot-skillstheir own version, first seen Jun 21, 2026
Other versions1 project uses a version of this.
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Wrote their own version · 1
- vl4dt/godot-skills★ 8same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository62 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- authoring-godot-prompter-skillsSkill
- releasing-godot-prompterSkill
- 2d-essentialsSkill
- 3d-essentialsSkill
- ability-systemSkill
- addon-developmentSkill
- ai-navigationSkill
- animation-systemSkill
- assets-pipelineSkill
- audio-systemSkill
- beehaveSkill
- camera-systemSkill
- component-systemSkill
- csharp-godotSkill
- csharp-signalsSkill
- dedicated-serverSkill
- dependency-injectionSkill
- dialogue-managerSkill
- dialogue-systemSkill
- event-busSkill
- export-pipelineSkill
- gdextensionSkill
- gdscript-advancedSkill
- gdscript-patternsSkill
- godot-brainstormingSkill
- godot-code-reviewSkill
- godot-debuggingSkill
- godot-grillSkill
- godot-mentorSkill
- godot-optimizationSkill
- godot-testingSkill
- godot-uiSkill
- hud-systemSkill
- input-handlingSkill
- inventory-systemSkill
- limboaiSkill
- localizationSkill
- math-essentialsSkill
- mobile-developmentSkill
- multiplayer-basicsSkill
- multiplayer-syncSkill
- multithreadingSkill
- particles-vfxSkill
- phantom-cameraSkill
- physics-systemSkill
- player-controllerSkill
- popochiuSkill
- procedural-generationSkill
- rendering-pipelineSkill
- resource-patternSkill
- responsive-uiSkill
- save-loadSkill
- scene-organizationSkill
- shader-basicsSkill
- state-machineSkill
- tween-animationSkill
- using-godot-prompterSkill
- web-exportSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 3 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
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
- Distinctive: line 296
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
- Very specific: line 388
When you enable C# support Godot generates a .csproj.
- Very specific: line 407
Every C# class that extends a Godot type must be declared partial.
- Distinctive: line 419
Use a single root namespace for the project.
- Distinctive: line 447
Use this checklist after scaffolding a new project to verify everything is in place.
≈ “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
Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
└── addons/Why split layout?
- Assets managed by artists can be updated without touching script directories.
- Glob patterns in export presets are simpler (
assets/**stays separate fromscripts/**). - Easier to configure
.gitattributesbinary rules per directory. - Scales to teams where artists and programmers work in different areas.
Alternative: Co-Located Structure
For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.
res://
├── assets/
│ ├── audio/
│ ├── fonts/
│ └── textures/
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd # or Player.cs
│ │ └── player_state.gd
│ └── enemy/
│ ├── enemy.tscn
│ └── enemy.gd
├── levels/
│ ├── level_01/
│ │ ├── level_01.tscn
│ │ └── level_01.gd
│ └── main_menu/
│ ├── main_menu.tscn
│ └── main_menu.gd
├── systems/
│ ├── inventory/
│ └── dialogue/
├── autoloads/
├── resources/
└── addons/.gitignore
# Godot editor data — never commit
.godot/
# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/
# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user
# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db
# GodotPrompter (if used in-project)
.godot-prompter-cache/.gitattributes
Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.
# Default: normalize line endings to LF on commit
* text=auto eol=lf
# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf
# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf
# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binaryProject Settings
Configure these in Project > Project Settings or directly in project.godot.
Display
| Setting | Recommended value | Notes |
display/window/size/viewport_width | 1920 | Base resolution — art reference size |
display/window/size/viewport_height | 1080 | |
display/window/stretch/mode | canvas_items | Scales 2D content; use viewport for pixel-perfect |
display/window/stretch/aspect | keep | Adds letterbox/pillarbox; expand fills screen |
display/window/size/resizable | true | Allow window resize on desktop |
For pixel-art projects use stretch/mode = viewport and texture_filter = nearest on the root CanvasItem or globally via rendering/textures/canvas_textures/default_texture_filter.
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep), so onlyaspectneeds changing if you wantkeep's letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.
Input Map
Define actions in Project > Project Settings > Input Map rather than hard-coding key constants. This lets players rebind controls at runtime.
GDScript — reading input actions:
# Good: action-based (rebindable)
func _process(delta: float) -> void:
var direction := Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("jump"):
_jump()
# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.keycode == KEY_SPACE:
_jump()C# — reading input actions:
// Good: action-based (rebindable)
public override void _Process(double delta)
{
float direction = Input.GetAxis("move_left", "move_right");
if (Input.IsActionJustPressed("jump"))
Jump();
}
// Avoid: hard-coded key checks
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey key && key.Keycode == Key.Space)
Jump();
}Saving and restoring custom bindings at runtime (GDScript):
func save_bindings() -> void:
var config := ConfigFile.new()
for action in InputMap.get_actions():
if action.begins_with("ui_"):
continue # skip built-in UI actions
var events := InputMap.action_get_events(action)
config.set_value("bindings", action, events)
config.save("user://bindings.cfg")
func load_bindings() -> void:
var config := ConfigFile.new()
if config.load("user://bindings.cfg") != OK:
return
for action in config.get_section_keys("bindings"):
InputMap.action_erase_events(action)
for event in config.get_value("bindings", action):
InputMap.action_add_event(action, event)Saving and restoring custom bindings at runtime (C#):
public void SaveBindings()
{
var config = new ConfigFile();
foreach (StringName action in InputMap.GetActions())
{
if (((string)action).StartsWith("ui_"))
continue; // skip built-in UI actions
var events = InputMap.ActionGetEvents(action);
config.SetValue("bindings", action, events);
}
config.Save("user://bindings.cfg");
}
public void LoadBindings()
{
var config = new ConfigFile();
if (config.Load("user://bindings.cfg") != Error.Ok)
return;
foreach (string action in config.GetSectionKeys("bindings"))
{
InputMap.ActionEraseEvents(action);
var events = (Godot.Collections.Array)config.GetValue("bindings", action);
foreach (InputEvent @event in events)
InputMap.ActionAddEvent(action, @event);
}
}Autoloads
Register autoloads in Project > Project Settings > Globals > Autoload. Autoloads are singleton nodes available globally via their registered name.
Common Autoloads
| Name | Path | Purpose |
GameManager | autoloads/game_manager.gd | Game state, scene transitions, pause |
EventBus | autoloads/event_bus.gd | Decoupled signal relay |
AudioManager | autoloads/audio_manager.gd | Music, SFX, volume control |
SaveManager | autoloads/save_manager.gd | Save/load game data |
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
Minimal GameManager — GDScript
# autoloads/game_manager.gd
extends Node
signal scene_changed(scene_path: String)
signal game_paused(is_paused: bool)
var current_level: String = ""
var is_paused: bool = false
func change_scene(path: String) -> void:
current_level = path
scene_changed.emit(path)
get_tree().change_scene_to_file(path)
func set_paused(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func quit_game() -> void:
get_tree().quit()Minimal GameManager — C#
// autoloads/GameManager.cs
using Godot;
public partial class GameManager : Node
{
[Signal]
public delegate void SceneChangedEventHandler(string scenePath);
[Signal]
public delegate void GamePausedEventHandler(bool isPaused);
public string CurrentLevel { get; private set; } = "";
public bool IsPaused { get; private set; }
public void ChangeScene(string path)
{
CurrentLevel = path;
EmitSignal(SignalName.SceneChanged, path);
GetTree().ChangeSceneToFile(path);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
GetTree().Paused = paused;
EmitSignal(SignalName.GamePaused, paused);
}
public void QuitGame() => GetTree().Quit();
}Minimal EventBus — GDScript
# autoloads/event_bus.gd
extends Node
# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.
signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)Nodes connect with:
EventBus.player_died.connect(_on_player_died)
EventBus.player_died.emit()C# Project Setup
.csproj
When you enable C# support Godot generates a .csproj. Keep it minimal and set the target framework to net8.0:
<Project Sdk="Godot.NET.Sdk/4.3.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<RootNamespace>MyGame</RootNamespace>
</PropertyGroup>
</Project>Replace MyGame with your project name. Namespaces are free-form; what Godot needs is a class whose name matches its file name (Player.cs → class Player).
partial class Requirement
Every C# class that extends a Godot type must be declared partial. Godot's source generator adds the registration code in a companion partial file.
// Correct
public partial class Player : CharacterBody2D { }
// Wrong — build error GD0001: missing partial modifier
public class Player : CharacterBody2D { }Namespace Convention
Use a single root namespace for the project. Sub-namespaces are optional but keep them shallow:
namespace MyGame.Characters; // OK
namespace MyGame.UI; // OK
namespace MyGame.Systems.Inventory.Data.Containers; // Too deep — flattenSignal Declaration in C#
Signals must use the [Signal] attribute with a delegate ending in EventHandler:
[Signal]
public delegate void HealthChangedEventHandler(int newHealth, int maxHealth);
// Emit
EmitSignal(SignalName.HealthChanged, health, maxHealth);
// Connect
someNode.HealthChanged += OnHealthChanged;
// Disconnect
someNode.HealthChanged -= OnHealthChanged;Project Setup Checklist
Use this checklist after scaffolding a new project to verify everything is in place.
- Directory structure created (
assets/,scenes/,scripts/or co-located layout) .gitignorecreated and includes.godot/,.mono/,bin/,obj/.gitattributescreated with LF normalization and binary asset rulesproject.godot— viewport resolution set (1920x1080 or project target)project.godot— stretch mode configured (canvas_itemsorviewport)- Input Map actions defined for all player inputs (no hard-coded key constants)
- Autoloads registered:
GameManager,EventBus,AudioManager,SaveManager - Autoload scripts created under
autoloads/(orscripts/autoloads/) - Autoloads are process mode
Alwaysif they must run while paused - For C# projects:
.csprojtargetsnet8.0,RootNamespaceset,Nullableenabled - For C# projects: all node scripts use
partial class - Initial commit on
mainbranch before adding game content - The project's agent instructions file (
CLAUDE.md, orAGENTS.md/GEMINI.mdif that is what the repo maintains) contains a## GodotPromptersection with the skill invocation rule (seegodot-prompter:godot-brainstormingfor content) - CI pipeline (optional but recommended): runs
godot --headless --check-onlyon GDScript files
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