thedivergentai/gd-agentic-skills1728 files

Godot Master

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

Specification
Skill ID
thedivergentai/gd-agentic-skills/godot-master
Publisher
thedivergentai
Repository
gd-agentic-skills
Installs
0
Files
1728
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.

thedivergentai/gd-agentic-skills/godot-masterInstalls these files
  • SKILL.md
  • references/2d-animation-cutout-and-skeletal.md
  • references/2d-animation-expert-techniques.md
  • references/2d-animation-migration-notes.md
  • references/2d-animation-signals-and-frame-events.md
  • references/2d-animation.md
  • references/2d-physics-area2d-and-queries.md
  • references/2d-physics-collision-layers-masks.md
  • references/2d-physics-migration-notes.md
  • references/2d-physics.md
  • references/3d-lighting-environment-and-fog.md
  • references/3d-lighting-gi-and-bake-recipes.md
  • references/3d-lighting-migration-notes.md
  • references/3d-lighting.md
  • references/3d-materials-migration-notes.md
  • references/3d-materials-pbr-workflows.md
  • references/3d-materials.md
  • references/3d-world-building-gridmap-and-csg.md
  • references/3d-world-building-migration-notes.md
  • references/3d-world-building-streaming-and-procgen.md
  • references/3d-world-building.md
  • references/ability-system-elite-ability-patterns.md
  • references/ability-system-migration-notes.md
  • references/ability-system.md
  • references/adapt-2d-to-3d-migration-notes.md
  • references/adapt-2d-to-3d-migration-recipes.md
  • references/adapt-2d-to-3d.md
  • references/adapt-3d-to-2d-dimension-reduction.md
  • references/adapt-3d-to-2d-migration-notes.md
  • references/adapt-3d-to-2d.md
  • references/adapt-desktop-to-mobile-migration-notes.md
  • references/adapt-desktop-to-mobile-mobile-port-checklist.md
  • references/adapt-desktop-to-mobile-mobile-port-deep.md
  • references/adapt-desktop-to-mobile.md
  • references/adapt-mobile-to-desktop-desktop-port-deep.md
  • references/adapt-mobile-to-desktop-desktop-port-testing-checklist.md
  • references/adapt-mobile-to-desktop-migration-notes.md
  • references/adapt-mobile-to-desktop.md
  • references/adapt-single-to-multiplayer-authority-and-security.md
  • references/adapt-single-to-multiplayer-latency-testing.md
  • references/adapt-single-to-multiplayer-migration-notes.md
  • references/adapt-single-to-multiplayer-prediction-and-reconciliation.md
  • references/adapt-single-to-multiplayer.md
  • references/agent-vision-anti-slop-sight.md
  • references/agent-vision-capture-modes.md
  • references/agent-vision-color-icon-receptors.md
  • references/agent-vision-composition-fx-receptors.md
  • references/agent-vision-editor-bridge-lifecycle.md
  • references/agent-vision-hier-contrast-receptors.md
  • references/agent-vision-identity-sight.md
  • references/agent-vision-migration-notes.md
  • references/agent-vision-originality-sight.md
  • references/agent-vision-space-affordance-receptors.md
  • references/agent-vision-taste-receptors.md
  • references/agent-vision-typography-sight.md
  • references/agent-vision-ui-taste-sight.md
  • references/agent-vision-vision-review-rubric.md
  • references/agent-vision-webp-budgets.md
  • references/agent-vision.md
  • references/ai-navigation-ai-movement-recipes.md
  • references/ai-navigation-migration-notes.md
  • references/ai-navigation.md
  • references/analyst-marking_rubrics_atlas.md
  • references/analyst.md
  • references/animation-player-edge-cases.md
  • references/animation-player-migration-notes.md
  • references/animation-player-root-motion-and-sequences.md
  • references/animation-player-track-authoring.md
  • references/animation-player.md
  • references/animation-tree-mastery-advanced-graph-recipes.md
  • references/animation-tree-mastery-migration-notes.md
  • references/animation-tree-mastery-statemachine-and-blendspace.md
  • references/animation-tree-mastery.md
  • references/audio-systems-audio-pooling-and-buses.md
  • references/audio-systems-interactive-music-deep-dive.md
  • references/audio-systems-migration-notes.md
  • references/audio-systems-music-transitions.md
  • references/audio-systems.md
  • references/auditor-audit-standards.md
  • references/auditor-never_list_encyclopedia.md
  • references/auditor.md
  • references/autoload-architecture-autoload-patterns.md
  • references/autoload-architecture-expert-patterns.md
  • references/autoload-architecture-migration-notes.md
  • references/autoload-architecture.md
  • references/builder.md
  • references/camera-systems-camera-expert-patterns.md
  • references/camera-systems-migration-notes.md
  • references/camera-systems.md
  • references/categories/2d-animation.md
  • references/categories/2d-physics.md
  • references/categories/3d-lighting.md
  • references/categories/3d-materials.md
  • references/categories/3d-rendering.md
  • references/categories/3d-world-building.md
  • references/categories/ability-system.md
  • references/categories/adapt-2d-to-3d.md
  • references/categories/adapt-3d-to-2d.md
  • references/categories/adapt-desktop-to-mobile.md
  • references/categories/adapt-mobile-to-desktop.md
  • references/categories/adapt-single-to-multiplayer.md
  • references/categories/ai-pathfinding.md
  • references/categories/analyst.md
  • references/categories/animation-player.md
  • references/categories/animation-tree-mastery.md
  • references/categories/audio-systems.md
  • references/categories/auditor-audit-standards.md
  • references/categories/behavior-trees.md
  • references/categories/blackboard-systems.md
  • references/categories/camera-systems.md
  • references/categories/characterbody-2d.md
  • references/categories/combat-system.md
  • references/categories/composition-apps.md
  • references/categories/composition.md
  • references/categories/core-architecture.md
  • references/categories/data-systems.md
  • references/categories/debugging-profiling.md
  • references/categories/dialogue-system.md
  • references/categories/economy-system.md
  • references/categories/export-builds.md
  • references/categories/game-loop-collection.md
  • references/categories/game-loop-harvest.md
  • references/categories/game-loop-time-trial.md
  • references/categories/game-loop-waves.md
  • references/categories/gdscript-masterity.md
  • references/categories/genre-action-rpg.md
  • references/categories/genre-battle-royale.md
  • references/categories/genre-educational.md
  • references/categories/genre-platformer.md
  • references/categories/genre-strategy.md
  • references/categories/genre-survival.md
  • references/categories/input-handling.md
  • references/categories/inventory-system.md
  • references/categories/item-system.md
  • references/categories/lighting-optimization.md
  • references/categories/loot-system.md
  • references/categories/mechanic-revival.md
  • references/categories/mechanic-secrets.md
  • references/categories/menu-systems.md
  • references/categories/navmesh-steering.md
  • references/categories/networking-multiplayer.md
  • references/categories/optimization-techniques.md
  • references/categories/physics-optimization.md
  • references/categories/platform-console.md
  • references/categories/platform-desktop.md
  • references/categories/platform-mobile.md
  • references/categories/platform-vr.md
  • references/categories/platform-web.md
  • references/categories/procedural-generation.md
  • references/categories/progression-system.md
  • references/categories/quest-system.md
  • references/categories/resource-management.md
  • references/categories/rpg-stats.md
  • references/categories/save-load-systems.md
  • references/categories/security-best-practices.md
  • references/categories/shaders-performance.md
  • references/categories/soundscape-reactive.md
  • references/categories/state-machine-advanced.md
  • references/categories/testing-patterns.md
  • references/categories/tilemap-advanced.md
  • references/categories/tilemap-mastery.md
  • references/categories/turn-system.md
  • references/categories/ui-ux-advanced.md
  • references/categories/vfx-shaders.md
  • references/categories/vfx-systems.md
  • references/characterbody-2d-migration-notes.md
  • references/characterbody-2d-movement-recipes.md
  • references/characterbody-2d.md
  • references/combat-system-elite-combat-patterns.md
  • references/combat-system-migration-notes.md
  • references/combat-system.md
  • references/composition-apps-app-orchestrator-examples.md
  • references/composition-apps-migration-notes.md
  • references/composition-apps.md
  • references/composition-migration-notes.md
  • references/composition-orchestrator-recipes.md
  • references/composition.md
  • references/debugging-profiling-debug-workflows.md
  • references/debugging-profiling-migration-notes.md
  • references/debugging-profiling.md
  • references/dialogue-system-elite-dialogue-patterns.md
  • references/dialogue-system-migration-notes.md
  • references/dialogue-system.md
  • references/economy-system-economy-elite-patterns.md
  • references/economy-system-migration-notes.md
  • references/economy-system.md
  • references/export-builds-export-setup-guide.md
  • references/export-builds-migration-notes.md
  • references/export-builds.md
  • references/game-loop-collection-collection-loop-advanced.md
  • references/game-loop-collection-migration-notes.md
  • references/game-loop-collection.md
  • references/game-loop-harvest-harvest-elite-patterns.md
  • references/game-loop-harvest-migration-notes.md
  • references/game-loop-harvest.md
  • references/game-loop-time-trial-migration-notes.md
  • references/game-loop-time-trial-time-trial-expert-patterns.md
  • references/game-loop-time-trial.md
  • references/game-loop-waves-migration-notes.md
  • references/game-loop-waves-wave-expert-patterns.md
  • references/game-loop-waves.md
  • references/gdscript-mastery-gdscript-core-directives.md
  • references/gdscript-mastery-migration-notes.md
  • references/gdscript-mastery.md
  • references/genre-action-rpg-arpg-subsystems-deep.md
  • references/genre-action-rpg-migration-notes.md
  • references/genre-action-rpg.md
  • references/genre-battle-royale-expert-battle-royale-patterns.md
  • references/genre-battle-royale-migration-notes.md
  • references/genre-battle-royale.md
  • references/genre-card-game-expert-card-patterns.md
  • references/genre-card-game-migration-notes.md
  • references/genre-card-game.md
  • references/genre-educational-expert-educational-patterns.md
  • references/genre-educational-migration-notes.md
  • references/genre-educational.md
  • references/genre-fighting-expert-fighting-patterns.md
  • references/genre-fighting-migration-notes.md
  • references/genre-fighting.md
  • references/genre-horror-expert-horror-patterns.md
  • references/genre-horror-migration-notes.md
  • references/genre-horror.md
  • references/genre-idle-clicker-expert-idle-clicker-patterns.md
  • references/genre-idle-clicker-migration-notes.md
  • references/genre-idle-clicker.md
  • references/genre-metroidvania-expert-metroidvania-patterns.md
  • references/genre-metroidvania-migration-notes.md
  • references/genre-metroidvania.md
  • references/genre-moba-migration-notes.md
  • references/genre-moba-moba-meta-systems-deep.md
  • references/genre-moba.md
  • references/genre-open-world-migration-notes.md
  • references/genre-open-world-open-world-elite-implementations.md
  • references/genre-open-world.md
  • references/genre-party-migration-notes.md
  • references/genre-party-party-elite-implementations.md
  • references/genre-party.md
  • references/genre-platformer-migration-notes.md
  • references/genre-platformer-platformer-movement-deep.md
  • references/genre-platformer.md
  • references/genre-puzzle-migration-notes.md
  • references/genre-puzzle-puzzle-elite-implementations.md
  • references/genre-puzzle.md
  • references/genre-racing-migration-notes.md
  • references/genre-racing-racing-systems-deep.md
  • references/genre-racing.md
  • references/genre-rhythm-migration-notes.md
  • references/genre-rhythm-rhythm-systems-deep.md
  • references/genre-rhythm.md
  • references/genre-roguelike-migration-notes.md
  • references/genre-roguelike-roguelike-meta-systems-deep.md
  • references/genre-roguelike.md
  • references/genre-romance-migration-notes.md
  • references/genre-romance-romance-systems-deep.md
  • references/genre-romance.md
  • references/genre-rts-migration-notes.md
  • references/genre-rts-rts-mass-army-deep.md
  • references/genre-rts.md
  • references/genre-sandbox-elite-technical-patterns.md
  • references/genre-sandbox-migration-notes.md
  • references/genre-sandbox.md
  • references/genre-shooter-advanced-meta-systems.md
  • references/genre-shooter-fps-fps-weapon-theory.md
  • references/genre-shooter-fps-migration-notes.md
  • references/genre-shooter-fps.md
  • references/genre-shooter-migration-notes.md
  • references/genre-shooter-tps-gunplay-core.md
  • references/genre-shooter.md
  • references/genre-simulation-common-pitfalls.md
  • references/genre-simulation-customer-demand.md
  • references/genre-simulation-economy-design.md
  • references/genre-simulation-elite-technical-patterns.md
  • references/genre-simulation-entity-management.md
  • references/genre-simulation-feedback-systems.md
  • references/genre-simulation-godot-tips.md
  • references/genre-simulation-migration-notes.md
  • references/genre-simulation-progression-unlocks.md
  • references/genre-simulation-time-system.md
  • references/genre-simulation.md
  • references/genre-sports-migration-notes.md
  • references/genre-sports-skill-chain.md
  • references/genre-sports.md
  • references/genre-stealth-ai-detection-system.md
  • references/genre-stealth-alert-states.md
  • references/genre-stealth-common-pitfalls.md
  • references/genre-stealth-design-principles.md
  • references/genre-stealth-godot-tips.md
  • references/genre-stealth-level-design.md
  • references/genre-stealth-migration-notes.md
  • references/genre-stealth-player-abilities.md
  • references/genre-stealth-ui-communication.md
  • references/genre-stealth.md
  • references/genre-survival-architecture-overview.md
  • references/genre-survival-common-pitfalls-extended.md
  • references/genre-survival-elite-technical-patterns.md
  • references/genre-survival-godot-tips.md
  • references/genre-survival-key-mechanics.md
  • references/genre-survival-migration-notes.md
  • references/genre-survival.md
  • references/genre-tower-defense-architecture-overview.md
  • references/genre-tower-defense-common-pitfalls-extended.md
  • references/genre-tower-defense-elite-technical-patterns.md
  • references/genre-tower-defense-godot-tips.md
  • references/genre-tower-defense-key-mechanics.md
  • references/genre-tower-defense-migration-notes.md
  • references/genre-tower-defense.md
  • references/genre-visual-novel-architecture-overview.md
  • references/genre-visual-novel-common-pitfalls.md
  • references/genre-visual-novel-core-loop.md
  • references/genre-visual-novel-godot-47-visual-novel-ui.md
  • references/genre-visual-novel-godot-tips.md
  • references/genre-visual-novel-key-mechanics.md
  • references/genre-visual-novel-migration-notes.md
  • references/genre-visual-novel.md
  • references/input-handling-expert-input-extensions.md
  • references/input-handling-godot-47-input-device-ids.md
  • references/input-handling-input-event-processing.md
  • references/input-handling-inputmap-best-practices.md
  • references/input-handling-migration-notes.md
  • references/input-handling-multi-modal-input-ui-glyphs.md
  • references/input-handling.md
  • references/inventory-system-best-practices.md
  • references/inventory-system-core-architecture.md
  • references/inventory-system-crafting-integration.md
  • references/inventory-system-elite-technical-patterns.md
  • references/inventory-system-equipment-system.md
  • references/inventory-system-inventory-manager.md
  • references/inventory-system-inventory-slot.md
  • references/inventory-system-migration-notes.md
  • references/inventory-system-save-load.md
  • references/inventory-system-ui-integration.md
  • references/inventory-system.md
  • references/mechanic-revival-migration-notes.md
  • references/mechanic-revival.md
  • references/mechanic-secrets-migration-notes.md
  • references/mechanic-secrets-secrets-meta-patterns.md
  • references/mechanic-secrets.md
  • references/monte-carlo-balancer-00-game-audit.md
  • references/monte-carlo-balancer-01-source-extraction.md
  • references/monte-carlo-balancer-02-simulation-engine.md
  • references/monte-carlo-balancer-03-analysis-reporting.md
  • references/monte-carlo-balancer-04-economy-retention.md
  • references/monte-carlo-balancer-05-tuning-generation.md
  • references/monte-carlo-balancer-06-genre-adaptation.md
  • references/monte-carlo-balancer-07-godot-calibration.md
  • references/monte-carlo-balancer-example-lane-defense.md
  • references/monte-carlo-balancer-json-schema.md
  • references/monte-carlo-balancer-migration-notes.md
  • references/monte-carlo-balancer.md
  • references/multiplayer-networking-migration-notes.md
  • references/multiplayer-networking-rpc-lobby-and-sync.md
  • references/multiplayer-networking.md
  • references/navigation-pathfinding-agent-movement-patterns.md
  • references/navigation-pathfinding-expert-nav-architectures.md
  • references/navigation-pathfinding-migration-notes.md
  • references/navigation-pathfinding.md
  • references/particles-expert-vfx-patterns.md
  • references/particles-migration-notes.md
  • references/particles.md
  • references/patterns/async_resource_loader.md
  • references/patterns/component_registry.md
  • references/patterns/safe_signal_handler.md
  • references/patterns/sound_propagation_system.md
  • references/patterns/state_machine_transition_guard.md
  • references/patterns/stealth_hiding_logic.md
  • references/patterns/thread_safe_chunk_loader.md
  • references/patterns/vision_cone_detection.md
  • references/performance-optimization-migration-notes.md
  • references/performance-optimization-profiler-budgets-and-prewarm.md
  • references/performance-optimization.md
  • references/physics-3d-expert-3d-constraints.md
  • references/physics-3d-migration-notes.md
  • references/physics-3d.md
  • references/platform-console-console-cert-patterns.md
  • references/platform-console-migration-notes.md
  • references/platform-console.md
  • references/platform-desktop-desktop-expert-patterns.md
  • references/platform-desktop-migration-notes.md
  • references/platform-desktop.md
  • references/platform-mobile-migration-notes.md
  • references/platform-mobile-mobile-touch-and-expert.md
  • references/platform-mobile.md
  • references/platform-vr-migration-notes.md
  • references/platform-vr-xr-comfort-patterns.md
  • references/platform-vr.md
  • references/platform-web-migration-notes.md
  • references/platform-web-web-elite-patterns.md
  • references/platform-web.md
  • references/procedural-generation-algorithm-recipes.md
  • references/procedural-generation-migration-notes.md
  • references/procedural-generation.md
  • references/project-foundations-foundations-deep.md
  • references/project-foundations-migration-notes.md
  • references/project-foundations.md
  • references/project-templates-genre-template-scaffolds.md
  • references/project-templates-migration-notes.md
  • references/project-templates.md
  • references/quest-system-migration-notes.md
  • references/quest-system-quest-patterns-deep.md
  • references/quest-system.md
  • references/raycasting-queries-migration-notes.md
  • references/raycasting-queries-query-elite-patterns.md
  • references/raycasting-queries.md
  • references/resource-data-patterns-migration-notes.md
  • references/resource-data-patterns-resource-patterns-deep.md
  • references/resource-data-patterns.md
  • references/rpg-stats-elite-stat-patterns.md
  • references/rpg-stats-migration-notes.md
  • references/rpg-stats.md
  • references/save-load-systems-migration-notes.md
  • references/save-load-systems-save-patterns-deep.md
  • references/save-load-systems.md
  • references/scene-management-migration-notes.md
  • references/scene-management-scene-patterns-deep.md
  • references/scene-management.md
  • references/server-architecture-migration-notes.md
  • references/server-architecture-rendering-physics-server-cookbook.md
  • references/server-architecture.md
  • references/shaders-basics-2d-effect-recipes.md
  • references/shaders-basics-3d-and-postfx-recipes.md
  • references/shaders-basics-expert-advanced-patterns.md
  • references/shaders-basics-migration-notes.md
  • references/shaders-basics-uniforms-and-builtins.md
  • references/shaders-basics.md
  • references/signal-architecture-implementation-patterns.md
  • references/signal-architecture-migration-notes.md
  • references/signal-architecture.md
  • references/state-machine-advanced-hsm-implementation-cookbook.md
  • references/state-machine-advanced-migration-notes.md
  • references/state-machine-advanced.md
  • references/testing-patterns-expert-testing-patterns.md
  • references/testing-patterns-manual-testing-checklist.md
  • references/testing-patterns-migration-notes.md
  • references/testing-patterns.md
  • references/theme-easter-migration-notes.md
  • references/theme-easter-seasonal-implementation-recipes.md
  • references/theme-easter.md
  • references/tilemap-mastery-expert-tilemap-architectures.md
  • references/tilemap-mastery-migration-notes.md
  • references/tilemap-mastery-runtime-tile-patterns.md
  • references/tilemap-mastery-tileset-editor-setup.md
  • references/tilemap-mastery.md
  • references/turn-system-elite-turn-patterns.md
  • references/turn-system-migration-notes.md
  • references/turn-system.md
  • references/tweening-migration-notes.md
  • references/tweening-tween-recipes-and-gotchas.md
  • references/tweening.md
  • references/ui-containers-container-layout-recipes.md
  • references/ui-containers-migration-notes.md
  • references/ui-containers.md
  • references/ui-rich-text-bbcode-tag-catalog.md
  • references/ui-rich-text-migration-notes.md
  • references/ui-rich-text.md
  • references/ui-theming-migration-notes.md
  • references/ui-theming-theme-authoring-recipes.md
  • references/ui-theming.md
  • scripts/2d_animation_animation_data_extractor.gd
  • scripts/2d_animation_animation_state_sync.gd
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  • scripts/tweening_relative_recoil_tween.gd
  • scripts/tweening_safe_tween_interruption.gd
  • scripts/tweening_staggered_inventory_entry.gd
  • scripts/tweening_text_counter_method_tween.gd
  • scripts/tweening_time_scale_ignored_ui.gd
  • scripts/tweening_tween_builder.gd
  • scripts/ui_containers_animated_container_shuffle.gd
  • scripts/ui_containers_aspect_ratio_mini_map.gd
  • scripts/ui_containers_container_size_flags_pro.gd
  • scripts/ui_containers_custom_radial_container.gd
  • scripts/ui_containers_dynamic_tab_manager.gd
  • scripts/ui_containers_performance_anchor_layout.gd
  • scripts/ui_containers_responsive_grid.gd
  • scripts/ui_containers_responsive_inventory_grid.gd
  • scripts/ui_containers_responsive_layout_builder.gd
  • scripts/ui_containers_responsive_tag_cloud.gd
  • scripts/ui_containers_terminal_autoscroll.gd
  • scripts/ui_containers_viewport_3d_preview.gd
  • scripts/ui_containers_virtual_list.gd
  • scripts/ui_rich_text_custom_bbcode_effect.gd
  • scripts/ui_rich_text_rich_text_animator.gd
  • scripts/ui_rich_text_rich_text_auto_scroller.gd
  • scripts/ui_rich_text_rich_text_bbcode_sanitizer.gd
  • scripts/ui_rich_text_rich_text_glitch_effect.gd
  • scripts/ui_rich_text_rich_text_gradient_generator.gd
  • scripts/ui_rich_text_rich_text_hover_reactive.gd
  • scripts/ui_rich_text_rich_text_image_scaler.gd
  • scripts/ui_rich_text_rich_text_meta_dispatch.gd
  • scripts/ui_rich_text_rich_text_rainbow_effect.gd
  • scripts/ui_rich_text_rich_text_syntax_highlighter.gd
  • scripts/ui_rich_text_rich_text_typewriter_controller.gd
  • scripts/ui_theming_crisp_ui_scaler.gd
  • scripts/ui_theming_custom_chart_drawing.gd
  • scripts/ui_theming_danger_button_assignment.gd
  • scripts/ui_theming_dynamic_stylebox_color.gd
  • scripts/ui_theming_focus_prompt_icon_swapper.gd
  • scripts/ui_theming_global_theme_manager.gd
  • scripts/ui_theming_memory_safe_custom_drawing.gd
  • scripts/ui_theming_procedural_theme_safe.gd
  • scripts/ui_theming_pulsating_ui_theme.gd
  • scripts/ui_theming_rtl_theme_mirroring.gd
  • scripts/ui_theming_theme_isolation.gd
  • scripts/ui_theming_theme_swapper.gd
  • scripts/ui_theming_ui_scale_manager.gd

What this skill tells the agent

Godot Master: Lead Architect Knowledge Hub

Every section earns its tokens by focusing on Knowledge Delta — the gap between what the base model already knows and what a senior Godot engineer knows from shipping real products.

Library target — Godot 4.7+

All Domain Skill mirrors target Godot 4.7+ (stable). For any engine version upgrade (1.x/2.x legacy → 3→4 → hop-by-hop 4.x), use [godot-version-migration](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-version-migration/SKILL.md) — do not treat this hub as a migration changelog.

Cross-cutting 4.7 reminders while routing: AreaLight3D / HDR → 3D Lighting; Asset Store vs Asset Library → export/platform modules; RichTextLabel ImageUnit, input device ID constants, Jolt behavior → migration hub module notes.


🧠 Part 1: Expert Thinking Frameworks

"Who Owns What?" — The Architecture Sanity Check

Before writing any system, answer these three questions for EVERY piece of state:

  • Who owns the data? (The StatsComponent owns health, NOT the CombatSystem)
  • Who is allowed to change it? (Only the owner via a public method like apply_damage())
  • Who needs to know it changed? (Anyone listening to the health_changed signal)

If you can't answer all three for every state variable, your architecture has a coupling problem. This is not OOP encapsulation — this is Godot-specific because the signal system IS the enforcement mechanism, not access modifiers.

The Godot "Layer Cake"

Organize every feature into four layers. Signals travel UP, never down:

┌──────────────────────────────┐
│  PRESENTATION (UI / VFX)     │  ← Listens to signals, never owns data
├──────────────────────────────┤
│  LOGIC (State Machines)      │  ← Orchestrates transitions, queries data
├──────────────────────────────┤
│  DATA (Resources / .tres)    │  ← Single source of truth, serializable
├──────────────────────────────┤
│  INFRASTRUCTURE (Autoloads)  │  ← Signal Bus, SaveManager, AudioBus
└──────────────────────────────┘

Critical rule: Presentation MUST NOT modify Data directly. Infrastructure speaks exclusively through signals. If a Label node is calling player.health -= 1, the architecture is broken.

The Signal Bus Tiered Architecture

  • Global Bus (Autoload): ONLY for lifecycle events (match_started, player_died, settings_changed). Debugging sprawl is the cost — limit events to < 15.
  • Scoped Feature Bus: Each feature folder has its own bus (e.g., CombatBus only for combat nodes). This is the compromise that scales.
  • Direct Signals: Parent-child communication WITHIN a single scene. Never across scene boundaries.

🔗 The "Smart Interconnect" Mandate

Expert systems are defined not by their isolation, but by their Payload Synthesis.

  • Physics → Performance: PhysicsServer2D and RenderingServer bypass SceneTree node overhead. Use for 1,000+ bullets or particles to achieve O(1) processing.
  • Animation → Physics: AnimationTree.get_root_motion_position() converts animation displacement into physics velocity, preventing "foot sliding" in complex movement.
  • Data → Reactivity: Serialized Resource objects (like Stats) emit signals when modified, allowing UI to update automatically without tight coupling.
  • Asset → Spawning: An O(1) Dictionary-based cache (preloaded during ResourceLoader async phases) prevents I/O hitches when spawning items or enemies.
  • Mobile → Visuals: Prevent runtime frame-hitches by instantiating hidden effects during loading screens to force GPU shader pipeline compilation.
  • Networking → Bandwidth: Use bit-packing into PackedByteArray for synchronization instead of JSON/Strings to keep packets under 100 bytes.
  • Genre Synthesis:
  • Shooter: strictly use intersect_ray() (direct space state) over RayCast3D nodes for 100x performance.
  • RPG: Damage follows base * pow(scaling, level) to sustain end-game progression.
  • RTS: Moves groups based on their Center of Mass with Relative Offset to preserve formation integrity.
  • Metroidvania: Uses ResourceLoader.load_threaded_request() for seamless room swaps.
  • Platformer: Mandatory Jump Buffering (~0.15s) and Coyote Time for professional feel.
  • Simulation: Tick Manager batch processing; avoid per-entity _process to sustain thousands of units.
  • Romance: Multi-Axial Affection (Attraction, Trust, Comfort) to map complex narrative branching.
  • Architecture: Signal Architecture strictly follows Signal Up, Call Down to eliminate circular scene coupling.

🧭 Part 2: Architectural Decision Frameworks

The Master Decision Matrix

ScenarioStrategyMANDATORY Skill ChainTrade-off
Rapid PrototypeEvent-Driven MonoREAD: Foundations → Autoloads. Do NOT load genre or platform refs.Fast start, spaghetti risk
Complex RPGComponent-DrivenREAD: Composition → States → RPG Stats. Do NOT load multiplayer or platform refs.Heavy setup, infinite scaling
Massive Open WorldResource-StreamingREAD: Open World → Save/Load. Also load Performance.Complex I/O, float precision jitter past 10K units
Server-Auth MultiDeterministicREAD: Server Arch → Multiplayer. Do NOT load single-player genre refs.High latency, anti-cheat secure
Mobile/Web PortAdaptive-ResponsiveREAD: UI Containers → Adapt Desk→Mobile → Platform Mobile.UI complexity, broad reach
Application / ToolApp-CompositionREAD: App Composition → Theming. Do NOT load game-specific refs.Different paradigm than games
Romance / Dating SimAffection EconomyREAD: Romance → Dialogue → UI Rich Text.High UI/Narrative density
Secrets / Easter EggsIntentional ObfuscationREAD: Secrets → Persistence.Community engagement, debug risk
Collection QuestScavenger LogicREAD: Collections → Marker3D Placement.Player retention, exploration drive
Seasonal EventRuntime InjectionREAD: Easter Theming → Material Swapping.Fast branding, no asset pollution
Souls-like MortalityRisk-Reward RevivalREAD: Revival/Corpse Run → Physics 3D.High tension, player frustration risk
Wave-based ActionCombat Pacing LoopREAD: Waves → Combat.Escalating tension, encounter design

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Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-master, and install it in one click.

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