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vl4dtvl4dt/godot-skills/skills/godot-project-setup/SKILL.md

godot-project-setup

Skill8 starsChanged 5 months agoMITView on GitHub

Scaffolds a new Godot 4.x project with proper folder structure, .gdignore, export presets, .gitignore, and GDScript/C# Mono initialization. Use when creating a new Godot game or app.

1 other project uses a version of this.

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We split this skill into the rules it gives an agent

4 rules. About 0 are common, 3 are distinctive, and 1 is 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.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    After scaffolding, your project will have:

    line 38
  2. Very specific:

    Create .gdignore in directories that Godot should not import:

    line 88
  3. Distinctive:

    When creating projects with Godot 4.7 features:

    line 117
  4. Distinctive:

    When the MCP bridge is running (Phase 2), these tools can inspect and modify your project live:

    line 152

≈ “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 Project Setup

Scaffold a complete, production-ready Godot 4.x project with industry-standard organization.

Quick Start

# Create a new project
./scripts/new-godot-project.sh MyGame /path/to/output

Standard Directory Structure

After scaffolding, your project will have:

MyGame/
├── .gdignore              # Exclude editor cache from export
├── .gitignore             # Version control ignores
├── project.godot          # Project configuration
├── scenes/                # Scene files (.tscn)
│   ├── ui/               # UI scene compositions
│   ├── levels/           # Level/world scenes
│   └── entities/         # Character/entity scenes
├── scripts/               # Script files (.gd, .cs)
│   ├── core/             # Game systems (manager, event bus)
│   ├── entities/         # Entity behaviors
│   ├── ui/               # UI controllers
│   └── levels/           # Level-specific logic
├── resources/             # Resource files (.tres, .res)
│   ├── data/             # Game data (items, skills, etc.)
│   └── config/           # Configuration resources
├── assets/               # Raw assets (do not edit in Godot)
│   ├── textures/
│   ├── audio/
│   ├── fonts/
│   └── models/
├── levels/               # Level data and configurations
└── export_presets.cfg    # Export presets (auto-generated)

Project.godot Configuration

Key settings for a clean project:

[application]

config/icon="res://assets/icons/icon.png"

[display]

window/size/width=1280
window/size/height=720
window/stretch/mode="canvas_items"

[rendering]

renderer/rendering_method="forward_plus"

.gdignore Setup

Create .gdignore in directories that Godot should not import:

# In assets/ directory
# Godot ignores this directory for resource imports

GDScript Project Initialization

Standard project.godot autoload setup:

# Add to Project Settings > Autoload
# Name: GameManager, Path: res://scripts/core/game_manager.gd
# Name: EventBus, Path: res://scripts/core/event_bus.gd
# Name: AudioManager, Path: res://scripts/core/audio_manager.gd

C# Mono Project Initialization

For C# projects, the scaffolded project includes:

  • .csproj file configured for Godot 4.x
  • global.json for .NET version pinning
  • Standard namespace structure matching directory layout
  • [Export] attribute patterns in template scripts

Godot 4.7 Specific Setup

When creating projects with Godot 4.7 features:

  1. HDR Settings — Enable in project.godot:
    [rendering]
    environment/default_environment="default_world.tres"
  2. Steam Frame Configuration — Add to project.godot:
    [steam]
    app_id="YOUR_APP_ID"
  3. VirtualJoystick — Use built-in node for mobile projects instead of third-party solutions
  4. Export Presets — Configure for:
    • Windows Desktop (64-bit)
    • Linux/X11 (64-bit)
    • Android (API 31+)
    • HTML5 (Web)

Export Presets

Common export configurations:

TargetSettingsNotes
WindowsDesktop, 64-bit, D3D12Default for PC games
LinuxDesktop, 64-bit, VulkanRequires vulkan drivers
AndroidMobile, API 31+, ARM64Use VirtualJoystick for controls
HTML5Web, WASMLimited to web-compatible features

MCP Bridge Tools (Optional — Live Editor Integration)

When the MCP bridge is running (Phase 2), these tools can inspect and modify your project live:

  • project_settings_read — Read current project.godot settings
  • project_settings_set — Modify project settings (e.g., enable HDR, set Steam app ID)
  • file_browse — List project directories to verify scaffold structure
  • file_write — Write configuration files directly
  • class_db_info — Query Godot class database for export preset node types

Note: MCP tools require the Godot editor to be running with the MCP plugin enabled. Skills work independently without the bridge.

References

  • Godot Project Configuration
  • Export Presets Deep Dive
  • Mono/C# Setup Guide

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