gamedev-skills/godot-signals-groups
> 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.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.