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 date in the frontmatter). The snapshot currently targets the Godot 4.x line. Each reference file also carries its own Verified date.
  • Check the project's Godot version first. Read project.godot for config/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 Verified date, 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 Verified line. Maintainers: see MAINTENANCE.md.

Core Rules

  1. Always use static typing - typed GDScript is significantly faster and catches errors at parse time
  2. Use TileMapLayer, not TileMap - TileMap is deprecated since 4.3
  3. Use annotation syntax - @export, @onready, @tool (not the old keywords)
  4. Use the current signal syntax - signal.connect(callable), signal.emit()
  5. Call down, signal up - parents call children, children emit signals
  6. Never combine @onready with @export - @onready overrides exported values
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saschb2b/skills
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godot — saschb2b/skills