> declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups
Decouple nodes with the observer pattern (signals) and act on many nodes at once
(groups), instead of hard-coding references between scenes. Targets Godot 4.3+.
up, wave cleared) without holding direct references to them.
"save every checkpoint").
When *not* to use: raw signal *syntax* basics → godot-gdscript; scene structure
and instancing → godot-nodes-scenes. For cross-scene global events, emit from an
autoload (see godot-nodes-scenes).
*connects* to it. This keeps the child reusable and ignorant of who listens.
emit() them when the event occurs.sig.connect(_on_sig)), optionally in the editor's Nodedock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.
get_tree().get_nodes_in_group(...) or call_group(...).
is_connected() to avoid duplicate connections.
# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)
func _on_body_entered(body: Node) -> void:
if body.is_in_group("player"):
collected.emit(10)
queue_free()
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
for coin in get_tree().get_nodes_in_group("coins"):
coin.collected.connect(_on_coin_collected)
func _on_coin_collected(value: int) -> void:
GameState.add_score(value)
func _ready() -> void:
# Fire exactly once, then auto-disconnect.
$Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
# bind() appends arguments supplied at connect time (after the signal's own args).
$RedButton.pressed.connect(_on_button.bind("red"))
func _on_button(color: String) -> void:
print("Pressed the %s button" % color)
func pause_all_enemies() -> void:
# Call a method on every node in the "enemies" group (no-op if missing).
get_tree().call_group("enemies", "set_paused", true)
func count_enemies() -> int:
return get_tree().get_nodes_in_group("enemies").size()
Add a node to a group from code or via the editor's Node > Groups tab:
func _ready() -> void:
add_to_group("enemies") # remove_from_group("enemies") to leave
func open_chest() -> void:
$AnimationPlayer.play("open")
await $AnimationPlayer.animation_finished # pause until it emits
spawn_loot()
connect("died", self, "_on_died") →died.connect(_on_died). The target is implied by the Callable. The legacy
Object.connect("died", Callable(self, "_on_died")) works but the method-name string
form does not.
_ready()after re-adding a node stacks callbacks. Guard with
if not sig.is_connected(cb): sig.connect(cb).
Godot auto-disconnecting when the *connected object* is freed (it does for nodes).
name share membership. Namespace group names if that matters.
call_group silently ignores nodes lacking the method. Typos in the method namefail quietly — prefer a typed signal when the contract matters.
declare typed params and emit exactly those.
timeouts, and signals vs. direct calls trade-offs, read references/signal-patterns.md.
godot-gdscript — signal/await syntax fundamentals.godot-nodes-scenes — autoloads for global event buses.game-ai — state machines that often drive and consume these events.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
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Take gamedev-skills/godot-signals-groups 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.