godot-best-practices
jwynia/agent-skills
Guide AI agents through Godot 4.x GDScript best practices, architecture patterns, and coding standards.
What is godot-best-practices?
This skill provides comprehensive guidance for writing high-quality GDScript code in Godot 4.x projects. Use it when generating GDScript code, organizing scenes, designing game architecture, implementing state machines, or answering questions about Godot conventions and patterns.
- Enforce consistent naming conventions (PascalCase classes, snake_case functions, SCREAMING_SNAKE_CASE constants)
- Promote static typing with explicit type hints for variables, functions, and signals
- Establish signal-driven architecture with decoupled communication patterns
- Guide resource loading strategies (preload vs load vs ResourceLoader)
- Provide node reference best practices using @onready and unique names (%)
- Structure scripts with consistent section ordering (signals, enums, exports, constants, variables, methods)
How to install godot-best-practices
npx skills add https://github.com/jwynia/agent-skills --skill godot-best-practices- Godot 4.x project (not 3.x)
- GDScript only (not C# or GDExtension)
How to use godot-best-practices
- 1.Reference naming conventions when generating variables, functions, signals, and constants
- 2.Apply type hints to all variable declarations and function signatures
- 3.Use @onready with type hints for node references instead of get_node()
- 4.Implement signal-driven architecture with signals emitted from children and connections in parents
- 5.Choose preload() for small/critical assets and load() for optional/large assets
- 6.Structure scripts following the provided section ordering (signals, enums, exports, constants, variables, methods)
- 7.Use @export annotations for editor-configurable values with appropriate constraints
Use cases
- Generating new GDScript code for game mechanics and systems
- Creating and organizing Godot scene hierarchies and node structures
- Designing game architecture including state machines and object pools
- Implementing save/load systems and autoload managers
- Reviewing GDScript code for quality, type safety, and pattern adherence
- Game developers using Godot 4.x
- AI coding agents generating GDScript
- Game architects designing Godot project structure
- Developers transitioning from Godot 3.x to 4.x
- Teams establishing GDScript coding standards
godot-best-practices FAQ
Use preload() for small, critical assets loaded at compile-time (bullets, player sprites, essential sounds). Use load() for optional or large assets loaded at runtime. Use ResourceLoader for async loading of large assets to prevent stuttering.
Follow 'signal up, call down': child nodes emit signals (don't know about parents), and parent nodes connect to child signals and call their methods. This creates decoupled, reusable components.
No. Use @onready with type hints instead: `@onready var sprite: Sprite2D = $Sprite2D`. For critical nodes, use unique names with %: `@onready var player: Player = %Player`.
Use typed arrays: `var items: Array[Item] = []`. For dictionaries, specify the type: `var stats: Dictionary = {}`. Avoid untyped collections when possible.
Order sections consistently: signals, enums, exports, constants, public variables, private variables, @onready nodes, lifecycle methods (_ready, _process), public methods, then private methods.
Full instructions (SKILL.md)
Source of truth, from jwynia/agent-skills.
name: godot-best-practices description: "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." license: MIT compatibility: Requires Godot 4.x project. GDScript only (not C#). metadata: author: agent-skills version: "1.0" godot_version: "4.x" type: utility mode: assistive domain: gamedev
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
| Category | Prefer | Avoid |
|---|---|---|
| Node references | @onready var x: Type = $Path | get_node() in _ready() |
| Unique nodes | %UniqueName | Deep paths $A/B/C/D |
| Resource loading | preload() for small/critical | load() everywhere |
| Signals | Typed: signal x(val: int) | String: emit_signal("x") |
| Type safety | Explicit type hints | Untyped variables |
| Constants | const or @export | Magic numbers/strings |
| Null checks | is_instance_valid(node) | node != null for freed nodes |
| Coroutines | await | yield (deprecated) |
| Groups | Scene-specific groups | Global groups for everything |
| Autoloads | Services/managers only | Game logic in autoloads |
| Properties | Setters/getters | Direct mutation |
| Communication | Signal up, call down | Child 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:
_process_jump(delta)
State.ATTACK:
_process_attack(delta)
func change_state(new_state: State) -> void:
if current_state == new_state:
return
_exit_state(current_state)
current_state = new_state
_enter_state(new_state)
See references/patterns/state-machine.md for advanced implementations.
Object Pooling (Overview)
Reuse objects to avoid instantiation cost:
class_name ObjectPool
extends Node
var _pool: Array[Node] = []
var _scene: PackedScene
func _init(scene: PackedScene, initial_size: int = 10) -> void:
_scene = scene
for i in initial_size:
var obj := _scene.instantiate()
obj.set_process(false)
_pool.append(obj)
func acquire() -> Node:
if _pool.is_empty():
return _scene.instantiate()
var obj := _pool.pop_back()
obj.set_process(true)
return obj
func release(obj: Node) -> void:
obj.set_process(false)
_pool.append(obj)
See references/patterns/object-pooling.md for complete implementation.
Save/Load (Overview)
Use Resources or JSON for save data:
# Custom Resource for save data
class_name SaveData
extends Resource
@export var player_position: Vector2
@export var player_health: int
@export var inventory: Array[String]
@export var level_name: String
# Save
func save_game(data: SaveData) -> void:
ResourceSaver.save(data, "user://save.tres")
# Load
func load_game() -> SaveData:
if ResourceLoader.exists("user://save.tres"):
return load("user://save.tres") as SaveData
return SaveData.new()
See references/patterns/save-load-system.md for comprehensive guide.
Common Anti-Patterns
| Anti-Pattern | Problem | Solution |
|---|---|---|
Polling in _process | Wastes CPU on unchanged state | Use signals for state changes |
get_parent().get_parent() | Tight coupling, fragile | Signal up, or use groups |
Deep node paths $A/B/C/D | Breaks on refactor | Use %UniqueName |
load() in _process | Stuttering, memory churn | preload() or cache reference |
String signals emit_signal("x") | Typos, no autocomplete | Typed: signal_name.emit() |
Untyped @onready var x = $Node | Loses autocomplete | Always add type hint |
| Logic in autoloads | Testing difficulty, coupling | Keep autoloads thin |
| Magic numbers | Unclear meaning | Use const or @export |
node != null for freed nodes | Returns true for freed | Use is_instance_valid() |
| Circular dependencies | Load errors, unclear flow | Dependency injection or signals |
Additional Resources
Pattern Guides
references/patterns/state-machine.md- Full state machine implementationsreferences/patterns/object-pooling.md- Complete pooling systemreferences/patterns/save-load-system.md- Comprehensive save/load guidereferences/patterns/input-handling.md- Input buffering and rebinding
Architecture
references/architecture/project-structure.md- Directory organizationreferences/architecture/scene-composition.md- Scene design patternsreferences/architecture/node-communication.md- Signals vs direct calls
GDScript Deep Dives
references/gdscript/type-system.md- Static typing in depthreferences/gdscript/coroutines-await.md- Async patterns with await
Templates
assets/templates/base-script.gd.md- Standard script templateassets/templates/state-machine.gd.md- State machine templateassets/templates/autoload-manager.gd.md- Autoload singleton template
Limitations
- GDScript only (not C#, GDExtension, or VisualScript)
- Godot 4.x syntax (some patterns differ from 3.x)
- Game-focused patterns (not editor plugin development)
- No runtime validation scripts (GDScript requires Godot runtime)
Related skills
More from jwynia/agent-skills and the wider catalog.

pdf-generator
Create and manipulate PDF files programmatically. Use when the user needs to generate PDFs, fill PDF forms, extract PDF content, add watermarks/overlays, or merge documents. Supports both template-based generation (form filling, overlays) and from-scratch creation. Keywords: PDF, document, form, fillable, merge, watermark, extract, text, report.

presentation-design
Design and evaluate presentations that communicate effectively with audience-centered frameworks.

requirements-analysis
Diagnose requirements problems and guide discovery of real needs versus solutions.

story-coach
Act as an assistive writing coach who guides but never writes for the user. Use when helping someone develop their own writing through questions, diagnosis, and frameworks. Critical constraint - never generate story prose, dialogue, or narrative content. Instead ask questions, identify issues, suggest approaches, and let the writer write.

summarization
Create effective summaries by matching summarization type to purpose, audience, and context. Use when asked to summarize, create TLDR, condense content, or create executive summaries. Keywords: summary, TLDR, condense, executive summary, abstract.

web-search
Search the web using the agent's built-in WebSearch tool. Use when you need to find current information, verify facts, or research topics. No API key required. Keywords: search, web, internet, lookup, find, research, current events, facts.