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godot-patterns

Godot 4 architectural patterns for GDScript scene composition, resource management, and signal-based communication.

Skill by CuriousCrow123

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About

Godot 4 architectural patterns for GDScript scene composition, resource management, and signal-based communication. Use when generating, reviewing, or refactoring GDScript code or Godot scenes.

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/godot-patterns

What's inside

Skill name
godot-patterns
Description
Godot 4 architectural patterns for GDScript scene composition, resource management, and signal-based communication. Use when generating, reviewing, or refactoring GDScript code or Godot scenes.
License
MIT
Instructions
19 lines in SKILL.md · view on GitHub

Files (6)

  • SKILL.md
  • export-builds.md · references/
  • gdscript-quality.md · references/
  • resource-system.md · references/
  • scene-architecture.md · references/
  • timing-async.md · references/

SKILL.md (first lines)

# Godot 4 Patterns Reference

Domain knowledge for Godot 4 + GDScript development. Five reference files provide detailed guidance:

- [Scene Architecture](./references/scene-architecture.md) — composition, signals, dependency injection, scene unique nodes, groups
- [GDScript Quality](./references/gdscript-quality.md) — member ordering, naming conventions, typing rules, state machines, patterns
- [Resource System](./references/resource-system.md) — `res://` paths, `.uid` files, Resource sharing pitfalls, `.duplicate()`, loading patterns
- [Timing & Async](./references/timing-async.md) — signal emission timing, `await` races, `queue_free()` safety, `call_deferred()`, autoload order
- [Export & Builds](./references/export-builds.md) — export presets, dynamic load tracking, platform gotchas, `.uid` consistency

## Core Principles (Quick Reference)

1. **Composition over inheritance.** Assemble entities from single-purpose child nodes. Limit scene inheritance to one layer.
2. **"Call down, signal up."** Parents call children's methods. Children emit signals. Siblings communicate through shared parent.
3. **Resources hold data; Nodes hold behavior.** Custom Resource classes for item definitions, stat blocks, configs. Nodes only where scene-tree integration is needed.
4. **Static typing is mandatory.** Every variable, parameter, and return type must be typed. Typed GDScript runs 28-59% faster.
5. **Performance is architectural.** `set_process(false)` on off-screen objects, `process_mode = DISABLED` for subtrees, Server APIs for high-count entities.

From CuriousCrow123/godot-compound, MIT.

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Last commit (this folder)
Mar 19, 2026 (7 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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godot-patterns skill. Agent Mart. https://agentmart.dev/skills/curiouscrow123-godot-patterns (last updated 2026-10-24)