jwynia/agent-skillsMIT13 files

Godot Best Practices

Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. This skill should be used when generating GDScript code, creating Godot scenes, designing game architecture, implementing state machines, object pooling, save/load systems, or when the user asks about Godot patterns, node structure, or GDScript standards. Keywords: godot, gdscript, game development, signals, resources, scenes, nodes, state machine, object pooling, save system, autoload, export, type hints.

Specification
Skill ID
jwynia/agent-skills/godot-best-practices
Publisher
jwynia
Repository
agent-skills
Installs
0
Files
13
License
MIT
Requires
Requires Godot 4.x project. GDScript only (not C#).
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

jwynia/agent-skills/godot-best-practicesInstalls these files
  • SKILL.md
  • assets/templates/autoload-manager.gd.md
  • assets/templates/base-script.gd.md
  • assets/templates/state-machine.gd.md
  • references/architecture/node-communication.md
  • references/architecture/project-structure.md
  • references/architecture/scene-composition.md
  • references/gdscript/coroutines-await.md
  • references/gdscript/type-system.md
  • references/patterns/input-handling.md
  • references/patterns/object-pooling.md
  • references/patterns/save-load-system.md
  • references/patterns/state-machine.md

What this skill tells the agent

Godot 4.x GDScript Best Practices

Guide AI agents in writing high-quality GDScript code for Godot 4.x. This skill provides coding standards, architecture patterns, and templates for game development.

When to Use This Skill

Use this skill when:

  • Generating new GDScript code
  • Creating or organizing Godot scenes
  • Designing game architecture and node hierarchies
  • Implementing state machines, object pools, or save systems
  • Answering questions about GDScript patterns or Godot conventions
  • Reviewing GDScript code for quality issues

Do NOT use this skill when:

  • Working with C# in Godot (use C# patterns)
  • Working with Godot 3.x (syntax differs significantly)
  • Using GDExtension/C++ (different paradigm)
  • Working with Godot's visual scripting

Core Principles

1. Naming Conventions

Follow GDScript naming standards consistently:

# Classes: PascalCase
class_name PlayerController
extends CharacterBody2D

# Signals: past_tense_snake_case (describe what happened)
signal health_changed(new_health: int)
signal player_died
signal item_collected(item: Item)

# Constants: SCREAMING_SNAKE_CASE
const MAX_SPEED: float = 200.0
const JUMP_FORCE: int = -400

# Variables and functions: snake_case
var current_health: int = 100
var _private_variable: float = 0.0  # Leading underscore for private

func calculate_damage(base: int, multiplier: float) -> int:
    return int(base * multiplier)

func _private_helper() -> void:  # Leading underscore for private
    pass

2. Type Hints (Static Typing)

Use explicit type hints everywhere for autocomplete and error detection:

# Variable declarations
var speed: float = 100.0
var player: CharacterBody2D
var items: Array[Item] = []
var stats: Dictionary = {}

# Function signatures with return types
func get_damage() -> int:
    return _base_damage * _multiplier

func find_nearest_enemy(position: Vector2) -> Enemy:
    # Implementation
    return null

# Typed signals (Godot 4.x)
signal score_updated(new_score: int, old_score: int)
signal target_acquired(target: Node2D, distance: float)

# Node references with types
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D
@onready var animation_player: AnimationPlayer = %AnimationPlayer

3. Node References

Use modern patterns for stable, refactor-friendly references:

# PREFER: @onready with type hints
@onready var health_bar: ProgressBar = $UI/HealthBar
@onready var weapon: Weapon = $WeaponMount/Weapon

# PREFER: Unique names with % for critical nodes
@onready var player: Player = %Player
@onready var game_manager: GameManager = %GameManager

# AVOID: get_node() in _ready()
func _ready() -> void:
    # Don't do this
    var sprite = get_node("Sprite2D")

# AVOID: Deep fragile paths
@onready var thing = $Parent/Child/GrandChild/GreatGrandChild  # Fragile

4. Signal-Driven Architecture

Use signals for decoupled communication. Follow "signal up, call down":

# Child node emits signals (doesn't know about parent)
class_name HealthComponent
extends Node

signal health_changed(current: int, maximum: int)
signal died

var _health: int = 100
var _max_health: int = 100

func take_damage(amount: int) -> void:
    _health = max(0, _health - amount)
    health_changed.emit(_health, _max_health)
    if _health <= 0:
        died.emit()
# Parent connects to child signals (knows about children)
class_name Player
extends CharacterBody2D

@onready var health: HealthComponent = $HealthComponent
@onready var sprite: Sprite2D = $Sprite2D

func _ready() -> void:
    health.health_changed.connect(_on_health_changed)
    health.died.connect(_on_died)

func _on_health_changed(current: int, maximum: int) -> void:
    # Update UI, play effects, etc.
    pass

func _on_died() -> void:
    sprite.modulate = Color.RED
    queue_free()

5. Resource Loading

Choose the right loading strategy:

# preload(): Compile-time loading for critical/small assets
const BULLET_SCENE: PackedScene = preload("res://scenes/bullet.tscn")
const PLAYER_SPRITE: Texture2D = preload("res://sprites/player.png")
const DAMAGE_SOUND: AudioStream = preload("res://audio/damage.wav")

# load(): Runtime loading for optional/large assets
func load_level(level_name: String) -> void:
    var path := "res://levels/%s.tscn" % level_name
    var level_scene: PackedScene = load(path)
    var level := level_scene.instantiate()
    add_child(level)

# ResourceLoader for async loading (prevents stuttering)
func _load_level_async(path: String) -> void:
    ResourceLoader.load_threaded_request(path)
    # Check with: ResourceLoader.load_threaded_get_status(path)
    # Get with: ResourceLoader.load_threaded_get(path)

Quick Reference

CategoryPreferAvoid
Node references@onready var x: Type = $Pathget_node() in _ready()
Unique nodes%UniqueNameDeep paths $A/B/C/D
Resource loadingpreload() for small/criticalload() everywhere
SignalsTyped: signal x(val: int)String: emit_signal("x")
Type safetyExplicit type hintsUntyped variables
Constantsconst or @exportMagic numbers/strings
Null checksis_instance_valid(node)node != null for freed nodes
Coroutinesawaityield (deprecated)
GroupsScene-specific groupsGlobal groups for everything
AutoloadsServices/managers onlyGame logic in autoloads
PropertiesSetters/gettersDirect mutation
CommunicationSignal up, call downChild calling parent methods

Code Generation Guidelines

Script Structure

Order sections consistently:

class_name MyClass
extends Node2D
## Brief description of this class.
##
## Longer description if needed, explaining purpose and usage.

# === Signals ===
signal state_changed(new_state: State)

# === Enums ===
enum State { IDLE, RUNNING, JUMPING }

# === Exports ===
@export var speed: float = 100.0
@export_group("Combat")
@export var damage: int = 10
@export var attack_range: float = 50.0

# === Constants ===
const MAX_HEALTH: int = 100

# === Public Variables ===
var current_state: State = State.IDLE

# === Private Variables ===
var _internal_counter: int = 0

# === Onready ===
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D

# === Lifecycle Methods ===
func _ready() -> void:
    pass

func _process(delta: float) -> void:
    pass

func _physics_process(delta: float) -> void:
    pass

# === Public Methods ===
func take_damage(amount: int) -> void:
    pass

# === Private Methods ===
func _calculate_knockback() -> Vector2:
    return Vector2.ZERO

Export Annotations

Use exports for editor-configurable values:

# Basic exports
@export var health: int = 100
@export var speed: float = 200.0
@export var player_name: String = "Player"

# Range constraints
@export_range(0, 100) var percentage: int = 50
@export_range(0.0, 1.0, 0.1) var volume: float = 0.8

# Resource exports
@export var texture: Texture2D
@export var scene: PackedScene
@export var audio: AudioStream

# Grouped exports
@export_group("Movement")
@export var walk_speed: float = 100.0
@export var run_speed: float = 200.0

@export_group("Combat")
@export var attack_damage: int = 10

# Enum exports
@export var difficulty: Difficulty = Difficulty.NORMAL
enum Difficulty { EASY, NORMAL, HARD }

# Flags (multiselect)
@export_flags("Fire", "Water", "Earth", "Air") var elements: int = 0

Common Game Patterns

State Machine (Overview)

Use enum-based state machines for simple cases:

enum State { IDLE, WALK, JUMP, ATTACK }

var current_state: State = State.IDLE

func _physics_process(delta: float) -> void:
    match current_state:
        State.IDLE:
            _process_idle(delta)
        State.WALK:
            _process_walk(delta)
        State.JUMP:

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Open any RiverX project, search the Skills panel for jwynia/agent-skills/godot-best-practices, and install it in one click.

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