godot
Installation
SKILL.md
Godot Development
This skill tracks the current stable Godot, captured as a dated snapshot. The paradigms (typed GDScript, TileMapLayer over TileMap, annotation and signal syntax, call-down-signal-up) move slowly. The exact version numbers and per-release breaking changes move fast, so the version-specific facts are dated and meant to be re-verified.
Snapshot and freshness
- Snapshot date: 2026-06-06 (the
datein the frontmatter). The snapshot currently targets the Godot 4.x line. Each reference file also carries its ownVerifieddate. - Check the project's Godot version first. Read
project.godotforconfig/features(e.g.PackedStringArray("4.6", ...)) and the editor version. The installed major.minor decides which pitfalls and APIs apply. Never assume it from memory. - Staleness rule. If today is well past a reference file's
Verifieddate, or a new Godot minor has shipped, treat that file's version-specific claims (breaking changes, "new in" features, default-changed behavior) as suspect and confirm against the official release notes. The core paradigm sections age far slower than the version notes. - Updating. When a claim matters for the task, confirm it against the official Godot docs or the release notes for that version, then refresh the reference file and bump its
Verifiedline. Maintainers: see MAINTENANCE.md.
Core Rules
- Always use static typing - typed GDScript is significantly faster and catches errors at parse time
- Use TileMapLayer, not TileMap - TileMap is deprecated since 4.3
- Use annotation syntax -
@export,@onready,@tool(not the old keywords) - Use the current signal syntax -
signal.connect(callable),signal.emit() - Call down, signal up - parents call children, children emit signals
- Never combine @onready with @export - @onready overrides exported values