> (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (func signatures, yield -> await, export -> @export).
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript
Write correct, statically typed GDScript and use the node lifecycle and signal
system the way the engine intends. Targets Godot 4.3+ (GDScript 2.0).
.gd files: declaring variables, functions, classes,using @export/@onready, connecting signals, or awaiting coroutines/signals.
When *not* to use: scene/node structure and instancing questions →
godot-nodes-scenes; signal *architecture*/decoupling patterns →
godot-signals-groups; using C# instead of GDScript → godot-csharp.
(var hp: int = 10, func add(a: int, b: int) -> int:). Types catch errors at
parse time and speed up the VM. Use := for inferred types.
_ready() once when the nodeand its children enter the tree; _process(delta) every rendered frame;
_physics_process(delta) on the fixed physics tick (use it for movement/physics).
@onready, not in _init() — children do not existuntil the node enters the tree.
@export so designers edit them in the Inspector.await, not polling, where it reads cleanly.fix the first error first (later ones are often cascades).
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = max(health - amount, 0)
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
emit_signal("x") still works but preferx.emit(...); connect("x", self, "_on_x") is gone — use x.connect(_on_x) with a
Callable. yield(obj, "sig") is now await obj.sig.
export var is now @export var (annotation). Likewise onready→@onready,tool→@tool, remote/master RPC keywords → the @rpc(...) annotation.
@onready and $NodePath in _init() fail — the node isn't in the tree yet.Initialize node references in _ready() or with @onready.
5 / 2 == 2. Use 5.0 / 2 or cast to float._process vs _physics_process. Put move_and_slide() and physics in_physics_process(delta); using _process makes motion frame-rate dependent.
class_name must be unique project-wide and is required to use the type name inother scripts or as an Inspector type.
references/annotations-and-typing.md.
godot-nodes-scenes — the scene tree, instancing, and autoloads.godot-signals-groups — event-driven architecture with signals and groups.godot-resources — data-driven design with custom Resource types.godot-csharp — the same engine concepts using C#/.NET.Guide users through a structured workflow for co-authoring documentation. Use when user wants to write documentation, proposals, technical specs, decision docs, or similar structured content. This workflow helps users efficiently transfer context, refine content through iteration, and verify the doc works for readers. Trigger when user mentions writing docs, creating proposals, drafting specs, or similar documentation tasks.
Automatically creates user-facing changelogs from git commits by analyzing commit history, categorizing changes, and transforming technical commits into clear, customer-friendly release notes. Turns hours of manual changelog writing into minutes of automated generation.
Use when implementing any feature or bugfix, before writing implementation code
Use when you have a spec or requirements for a multi-step task, before touching code
Use when creating new skills, editing existing skills, or verifying skills work before deployment
Use when writing or improving README files. Not all READMEs are the same — provides templates and guidance matched to your audience and project type.
| Remove signs of AI-generated writing from text. Use when editing or reviewing text to make it sound more natural and human-written. Based on Wikipedia's inflated symbolism, promotional language, superficial -ing analyses, vague attributions, em dash overuse, rule of three, AI vocabulary words, negative parallelisms, and excessive conjunctive phrases.
Official Opentrons Protocol API for OT-2 and Flex robots. Use when writing protocols specifically for Opentrons hardware with full access to Protocol API v2 features. Best for production Opentrons protocols, official API compatibility. For multi-vendor automation or broader equipment control use pylabrobot.
Take gamedev-skills/godot-gdscript from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.