godot-patterns
Godot 4 architectural patterns for GDScript scene composition, resource management, and signal-based communication.
Skill by CuriousCrow123
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
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- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.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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Signals
- Stars
- 0
- Forks
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- Last commit (this folder)
- Mar 19, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/CuriousCrow123/godot-compound
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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This skill should be used to refine brainstorm or plan documents before proceeding to the next workflow step.
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Run GDScript formatting and lint checks using gdtoolkit (gdformat + gdlint).
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Cite this page
godot-patterns skill. Agent Mart. https://agentmart.dev/skills/curiouscrow123-godot-patterns (last updated 2026-10-24)