mcpbeat

Godot Signals Groups

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.

2k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
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/gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups

The instruction itself

11 sections, as written by the author

Godot Signals & Groups (4.x)

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+.

When to use

  • Use when a node needs to tell others "something happened" (player died, item picked

up, wave cleared) without holding direct references to them.

  • Use when you need to address a whole category of nodes at once ("pause all enemies",

"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).

Core workflow

  • Decide the direction. A child/sub-scene should *emit* a signal upward; the parent

*connects* to it. This keeps the child reusable and ignorant of who listens.

  • Declare typed signals on the emitter; emit() them when the event occurs.
  • Connect with a Callable (sig.connect(_on_sig)), optionally in the editor's Node

dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.

  • Use groups for broadcast: add nodes to a named group, then iterate

get_tree().get_nodes_in_group(...) or call_group(...).

  • Disconnect when needed (e.g. before freeing a long-lived listener) and check

is_connected() to avoid duplicate connections.

Patterns

1. Emit upward, connect from the parent

# 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)

2. Connect flags: one-shot and bind extra arguments

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)

3. Groups: broadcast to many nodes

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

4. Await a signal inline

func open_chest() -> void:
    $AnimationPlayer.play("open")
    await $AnimationPlayer.animation_finished   # pause until it emits
    spawn_loot()

Pitfalls

  • 3.x connect signature is gone. 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.

  • Duplicate connections fire handlers multiple times. Connecting again in _ready()

after re-adding a node stacks callbacks. Guard with

if not sig.is_connected(cb): sig.connect(cb).

  • Connecting to a freed node errors. Disconnect long-lived listeners, or rely on

Godot auto-disconnecting when the *connected object* is freed (it does for nodes).

  • Groups are global to the SceneTree, not per-scene. Two levels using the same group

name share membership. Namespace group names if that matters.

  • call_group silently ignores nodes lacking the method. Typos in the method name

fail quietly — prefer a typed signal when the contract matters.

  • Signal args must match. Emitting with the wrong arg count/types raises an error;

declare typed params and emit exactly those.

References

  • For connection flags, deferred connections, custom signal arguments, awaiting with

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.

How to use it

Copy the folder

Take gamedev-skills/godot-signals-groups 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.