Expert blueprint for signal-driven architecture using \"Signal Up, Call Down\" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-signal-architecture
Signal Up/Call Down, typed signals, and scoped buses — not connect/emit tutorials.
Object.connect() — Typos result in silent failures. Always use signal.connect(_callback) for compile-time validation.ERR_INVALID_PARAMETER at runtime unless using the Object.CONNECT_REFERENCE_COUNTED flag to stack connections.unbind() to drop unwanted parameters and keep your API clean.signal moved without types lacks editor support. Always use signal moved(dir: Vector2)._exit_tree() or when retargeting (disconnect_ghost_signals.gd).died.emit() calls queue_free(), listeners might fail to respond. Emit first.health_changed, died).apply_damage, play_anim).Use signals for: UI presses, death → game over, loot → inventory, cross-scene bus events.
Use direct calls for: parent commanding child, local property access.
| Scope | Pattern | MANDATORY script |
|-------|---------|------------------|
| Child notifies parent / UI | Local signal.connect in parent _ready | signal_up_call_down_pattern.gd |
| Parent orchestrates children | Method calls down (not signals) | same |
| Cross-scene / systems (achievements, save) | Autoload bus | global_signal_bus_router.gd / global_event_bus.gd |
| Linear async steps (load → fade → spawn) | await signal sequence | await_signal_sequencing.gd / complex_signal_sequencer.gd |
| Retarget tracking (new enemy) | Disconnect old first | disconnect_ghost_signals.gd |
| One-shot / physics-safe | CONNECT_ONE_SHOT / CONNECT_DEFERRED | one_shot_deferred_connections.gd |
| Extra context / drop args | Callable.bind / unbind | callable_bind_context.gd / unbind_unwanted_args.gd |
is_connected guards.CONNECT_APPEND_SOURCE_OBJECT.Godot auto-disconnects most connections when a node frees. Exception: lambdas that capture locals — you must disconnect manually.
var my_lambda: Callable
func _ready() -> void:
var x := 10
my_lambda = func(): print(x)
player.died.connect(my_lambda)
func _exit_tree() -> void:
if player and player.died.is_connected(my_lambda):
player.died.disconnect(my_lambda)
Prefer named methods or disconnect_ghost_signals.gd when retargeting.
CONNECT_REFERENCE_COUNTED means multiple identical connects share one connection with a refcount (connect N times / disconnect N times). It is not "auto-cleanup when the emitter frees" and does not fix capturing-lambda leaks.
disconnect (see above).CONNECT_ONE_SHOT.> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.
| Topic | Reference |
|-------|-----------|
| Patterns 1–7 + gotchas | implementation-patterns.md |
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Signal API: emit, connect, is_connected, and disconnect helpers used throughout this skill.bind() / unbind() for injecting or discarding callback context without wrapper lambdas.CONNECT_ONE_SHOT, CONNECT_DEFERRED, CONNECT_REFERENCE_COUNTED, and CONNECT_APPEND_SOURCE_OBJECT flags.signal declarations and await on signals for linear async sequences._ready, parent caches, and user signals.await, and signal syntax required before advanced connect flags and sequencers.watch_signals / spies pair with this skill’s emit contracts for unit and integration tests.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
Extracts and analyzes competitors' ads from ad libraries (Facebook, LinkedIn, etc.) to understand what messaging, problems, and creative approaches are working. Helps inspire and improve your own ad campaigns.
Identifies high-quality leads for your product or service by analyzing your business, searching for target companies, and providing actionable contact strategies. Perfect for sales, business development, and marketing professionals.
Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.
Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store
NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.
Materials science toolkit. Crystal structures (CIF, POSCAR), phase diagrams, band structure, DOS, Materials Project integration, format conversion, for computational materials science.
Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-signal-architecture 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.