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Godot Agent Skill

Use when writing, reviewing, or debugging Godot 4.x games in GDScript or C# — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D movement, GUT/gdUnit4 — or porting Godot 3 APIs to 4. NOT Unity/Unreal (that is `unity`/`unreal`), NOT `.gdshader` code (`gamedev-shaders`), NOT GDExtension C++ tooling (`cpp`).

10k tokens
context cost
the whole folder, loaded on every use
7
files
instructions only
0
copies elsewhere
how many repositories repackaged it
105
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/ericrisco/rsc-harness --skill godot

What comes with it

24 276 bytes besides the instruction
evals/README.md
evals/cases.yaml
references/export-and-testing.md
references/gdscript-style.md
references/godot3-to-4-traps.md
references/nodes-scenes-resources.md

The instruction itself

15 sections, as written by the author

Godot 4.x (GDScript + C#)

Build 2D and 3D the way the engine is designed: scenes as reusable units, composition over deep node

trees, signals for decoupling, static typing for speed and safety. GDScript (typed) is primary; C#

parity snippets sit beside it.

Version contract — read first

This is Godot 4.x. Never emit Godot 3 APIs. Godot 4 renamed core nodes, moved annotations

behind @, replaced yield with await, and switched signal/file/tween APIs. A Godot 3 snippet

will not even parse in 4.x. Before writing or accepting any line, check it against this ban-list:

| Never (Godot 3) | Always (Godot 4.x) |

| --- | --- |

| yield(timer, "timeout") | await timer.timeout |

| onready var x = ... | @onready var x = ... |

| export var hp = 3 | @export var hp := 3 |

| tool (script mode line) | @tool (annotation, first line) |

| KinematicBody / KinematicBody2D | CharacterBody3D / CharacterBody2D |

| Spatial | Node3D |

| Area / RigidBody / StaticBody | Area3D / RigidBody3D / StaticBody3D |

| Sprite | Sprite2D |

| scene.instance() | scene.instantiate() |

| move_and_slide(velocity, UP) (positional) | set velocity property, then move_and_slide()no args |

| connect("hit", self, "_on_hit") | node.hit.connect(_on_hit) (Callable) |

| File.new() / Directory.new() | FileAccess.open(...) / DirAccess.open(...) |

| standalone Tween node + interpolate_property | create_tween()tween.tween_property(...) |

| OS.get_ticks_msec for gameplay timing | Time.get_ticks_msec() (OS timing moved to Time) |

| PoolByteArray / PoolVector2Array | PackedByteArray / PackedVector2Array |

Lifecycle overrides must chain the parent with super() (Godot 3 called it implicitly; Godot 4

does not). If you override _ready, _process, _init, etc. in a script that extends another

script defining them, call super() / super._ready() or the base logic silently never runs.

Silent-breakers (compile fine, behave wrong — the dangerous class):

  • Array.slice(begin, end)end is now exclusive (was inclusive in Godot 3). [1,2,3,4].slice(1,3)[2,3].
  • Camera2D.zoom is inverted vs Godot 3: a larger zoom now means zoomed in (magnified). Vector2(2,2) = 2× magnification, not half.
  • TileMap is deprecated → use one TileMapLayer node per layer (since 4.3).
  • Angles are radians; _process(delta) delta is a float (GDScript) / double (C#) in seconds.

Full table with every rename → references/godot3-to-4-traps.md.

Project & scene organization

  • The scene (.tscn) is the reusable unit — a self-contained tree you instance many times

(a Player, a Bullet, a HUD). Prefer composition: small scenes/nodes assembled, not one

60-node monolith. If a subtree has its own behavior, make it its own scene.

  • One responsibility per script. Attach behavior to the scene's root; child nodes are parts.
  • class_name Foo registers a global type usable in the inspector and as Foo.new(). Use it for

reusable scripts and custom Resources; skip it for one-off scene scripts.

  • Files: snake_case.gd / snake_case.tscn for scenes and scripts; PascalCase for node

names in the tree and for class_name. Group by feature (player/, enemy/, ui/), not by type.

Nodes vs scenes vs scripts vs custom Resources

| You need | Use |

| --- | --- |

| A thing in the tree that renders / moves / collides / processes | a Node (typed subclass) |

| A reusable, instanceable bundle of nodes | a scene (.tscn) |

| Behavior attached to a node | a script (.gd / .cs) |

| Pure data (stats, items, dialogue, level config) with no place in the tree | a custom Resource (.tres) |

Custom Resources are Godot's typed, savable, inspector-editable data objects — reach for them

instead of loose Dictionaries or JSON for game data. See references/nodes-scenes-resources.md.

class_name EnemyStats extends Resource
@export var max_health: int = 30
@export var speed: float = 120.0
@export var loot_table: Array[ItemDrop] = []

Autoloads / singletons + EventBus

Register a script or scene as an autoload (Project → Project Settings → Globals/Autoload) to get

one always-present instance reachable by name from anywhere. Use it for cross-cutting state (save

game, audio, run config) — not as a dumping ground.

The EventBus pattern decouples unrelated systems: an autoload that owns only signals. Emitters

and listeners never reference each other, just the bus.

# event_bus.gd  (autoload named "Events")
extends Node
signal enemy_died(position: Vector2, xp: int)
signal score_changed(new_score: int)
# emitter                              # listener (anywhere)
Events.enemy_died.emit(global_position, 10)
Events.enemy_died.connect(_on_enemy_died)

Keep gameplay logic in nodes; let the bus carry the *notification*, not the behavior.

Node access & lifecycle

  • _init() runs at construction (no tree, no @onready yet). _ready() runs once the node and

all children are in the tree — do node wiring here.

  • @onready var x = $Path defers the assignment to _ready, so the child exists. Never grab

children in _init.

  • Prefer unique names: mark a node Unique Name in Owner (%) and access %HealthBar

instead of the fragile, refactor-breaking get_node("../../UI/HealthBar"). $Foo is fine for a

direct child — get_node/$ on a missing path returns null and errors.

  • Cache node lookups in @onready vars; don't call get_node every frame.
  • Freeing: call queue_free() (safe, end of frame), not free() mid-signal. Guard reused refs

with is_instance_valid(node).

  • Never busy-wait; await get_tree().create_timer(1.0).timeout or await a signal.
extends CharacterBody2D
@onready var sprite: Sprite2D = $Sprite2D
@onready var health_bar: ProgressBar = %HealthBar   # unique name, position-independent

func _ready() -> void:
    super()                       # chain the parent's _ready if the base defines one
    health_bar.value = 100

Signals

Signals are Godot's decoupling primitive. In Godot 4 you connect a Callable, not strings.

  • Declare with typed params; name in the past tense for facts that happened

(health_depleted, item_collected), present-tense imperative only for requests.

  • Connect: node.signal_name.connect(_on_thing) — a direct method reference, checked at parse

time. Add CONNECT_ONE_SHOT for auto-disconnect after one fire.

  • Disconnect discipline: a connection to a node that gets freed is cleaned up automatically, but

connections you make to *long-lived* objects (autoloads, the bus) from a short-lived node must be

disconnected in _exit_tree(), or use CONNECT_ONE_SHOT, to avoid calls into freed instances.

signal health_depleted
signal health_changed(current: int, max: int)

func take_damage(amount: int) -> void:
    _health -= amount
    health_changed.emit(_health, _max_health)
    if _health <= 0:
        health_depleted.emit()

@export / @tool (inspector config)

@export exposes a variable in the Inspector so designers tune it without touching code. Use ranges,

groups, and typed exports so the inspector gives real widgets and validation.

@export var title: String = "Level 1"
@export_range(0.0, 1.0, 0.05) var volume := 0.8
@export_group("Movement")
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export var projectile: PackedScene           # drag a .tscn in the inspector
@export var stats: EnemyStats                 # a custom Resource slot

@tool at the top of a script runs it in the editor too — for gizmos, procedural previews, or

validating exported data. Guard runtime-only code with if Engine.is_editor_hint(): return.

Static (typed) GDScript

Type everything. Typed GDScript is faster (the VM skips dynamic dispatch) and catches errors at parse

time. Use := when the type is inferable, : Type when it isn't, and avoid Variant/untyped.

var speed: float = 300.0          # explicit
var dir := Vector2.ZERO           # inferred
var enemies: Array[Enemy] = []    # typed array

func distance_to(target: Node2D) -> float:
    return global_position.distance_to(target.global_position)

func _on_body_entered(body: Node) -> void:
    var enemy := body as Enemy     # safe cast → null if wrong type, no crash
    if enemy:
        enemy.take_damage(10)

Naming: snake_case vars/funcs/signals, PascalCase types/class_name/nodes, CONSTANT_CASE

consts, tabs for indent, lines < 100 cols. Cheat-sheet → references/gdscript-style.md.

_process vs _physics_process

  • _physics_process(delta)fixed tick (default 60 Hz), the same every step. All movement,

move_and_slide(), forces, and collision-dependent logic go here.

  • _process(delta) — runs once per rendered frame (variable rate). Use for visuals, UI, and

non-physics polish.

  • Always scale rate-based change by delta so behavior is framerate-independent. move_and_slide()

and move_and_collide() already fold in delta internally — do not multiply the velocity you

hand them by delta again.

Resources & data — .tres / .tscn are strict text formats

.tscn and .tres are line-oriented text with a strict header/section grammar. **Do not hand-edit

them past trivial value tweaks, and never launch on a file you hand-authored without validating** —

one bad ext_resource id, [node] line, or load_steps count corrupts the whole scene and Godot

refuses to open it. Prefer editing through the editor or building Resources in code and ResourceSaver.save().

  • preload("res://x.tscn") resolves at parse/compile time — the dependency is baked in; use

for assets you always need.

  • load("res://x.tscn") resolves at runtime — use for dynamic/optional paths (and to avoid

circular preloads). Both return a PackedScene; call .instantiate() to get a node.

2D / 3D bodies quickstart

The move-anything-controllable body is CharacterBody2D / CharacterBody3D. The Godot 4 flow is:

write the velocity property, then call move_and_slide() with no arguments.

extends CharacterBody2D
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta        # get_gravity(): project-configured vector
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity
    var dir := Input.get_axis("move_left", "move_right")
    velocity.x = dir * speed
    move_and_slide()                             # NO args in Godot 4 — reads the velocity property

3D is identical with CharacterBody3D, Vector3, and an X/Z input plane; body/area suffixes are

3D. Deeper body/physics tuning → gamedev-physics.

Language parity — GDScript ↔ C#

Same engine, same nodes; C# uses PascalCase members, partial classes, and attributes. Signals

become C# events (generated by source-gen). C# support requires the .NET (Mono) build of Godot.

# GDScript
extends Node
signal health_depleted
@export var speed: float = 300.0

func _ready() -> void:
    health_depleted.connect(_on_depleted)
    health_depleted.emit()

func _on_depleted() -> void:
    print("dead")
// C# — same node, .NET build
using Godot;

public partial class Player : Node
{
    [Signal] public delegate void HealthDepletedEventHandler();
    [Export] public float Speed { get; set; } = 300.0f;

    public override void _Ready()
    {
        base._Ready();                       // chain the parent (== super())
        HealthDepleted += OnDepleted;        // connect via the generated event
        EmitSignal(SignalName.HealthDepleted);
    }

    private void OnDepleted() => GD.Print("dead");
}

move_and_slide()MoveAndSlide(), $NodeGetNode<T>("Node"), %NodeGetNode<T>("%Node"),

preloadGD.Load<T>(...). Full parity table → references/export-and-testing.md.

GDExtension / C++: for hot native code, build a godot-cpp GDExtension (.gdextension file,

GDREGISTER_CLASS, _bind_methods()) rather than a Godot module — no engine recompile, and it loads

like any other library. That is native-tooling territory → pair with cpp.

Export & testing

  • Test with GUT 9.x (GDScript, extends GutTest) or gdUnit4 (GDScript + C#). Put tests

under test/ or res://tests/; assert behavior, not private state.

  • Run headless in CI: godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://test -gexit

(GUT). Export via templates: godot --headless --export-release "Linux/X11" build/game.x86_64.

  • Validate a project before shipping: open in the editor once (catches broken .tscn/.tres),

then export-check per platform. Details → references/export-and-testing.md.

Hand off to

Mechanics, loops, and feel *before* you script them → game-design.

.gdshader / visual shaders → gamedev-shaders. Joints, RigidBody

tuning, deep collision layers → gamedev-physics. NavigationAgent,

A*, steering → gamedev-pathing. MultiplayerSynchronizer/RPC/netcode

gamedev-multiplayer. Store builds, signing, platform export at

scale → gamedev-shipping. The GDExtension / godot-cpp native side

and its CMake/build tooling → cpp.

How to use it

Copy the folder

Take ericrisco/godot from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.