gamedev-godot

Installation
SKILL.md

Godot Game Creation

Use this skill to take a Godot project from empty editor to a published, exported build using the engine, language, and tooling reality of Godot 4.7 (stable, released 2026-06-18; current as of July 2026). It covers the durable build spine (prototype → first playable → content → export) and fences the volatile engine layer (renderer names, minor-version API renames, physics-engine defaults, C# and web-export caveats) so you teach what is true today, not what was true in Godot 3.

Version note (verify): 4.7 is current stable (released 2026-06-18), on an active patch cycle — 4.7.1 was at RC2 as of 2026-07-11, still not stable, fixing real regressions in the 4.7.0 release (editor freezes, a Jolt temp-buffer crash, Android virtual-keyboard bugs) — pin the exact patch level in CI, not just the minor, and re-check whether 4.7.1 has shipped stable before you start a new project. 4.6 (2026-01-26) made Jolt the default 3D physics engine — a behavior-changing default when opening a pre-4.6 3D project. 4.7 replaced the old Asset Library with a new Asset Store (in-editor, threaded browsing, reviews/ratings) — old Asset Library deep links from before 4.6 no longer resolve; point contributors at the new store. Godot 5.0 has not shipped and has no announced date.

This is a software/game-development domain skill. It is self-contained: pick the stage you are in, load the one reference for that stage, do the work, verify volatile claims before quoting them.

Quick Reference

Stage Read or Run Durable default (Godot 4.x, mid-2026)
Setup & project references/setup-and-project.md One editor install per project via a version manager; commit project.godot + source, gitignore .godot/; pick GDScript unless you have a concrete reason for C# (heavier export, no web export for C# without extra setup — verify)
Language & architecture references/gdscript-and-architecture.md class_name + @export + static typing (var x: int); signals up, calls down; autoload singletons for cross-scene state; _physics_process for gameplay, _process for visuals
Build the game references/scenes-and-nodes.md Compose with scenes as reusable prefabs; keep the node tree shallow; instance scenes, don't deep-nest; CharacterBody2D/3D + move_and_slide(); TileMapLayer for 2D grids (the monolithic TileMap is deprecated since 4.3 — use the editor's one-click migration); Jolt is the default 3D physics engine since 4.6
Performance & traps references/performance-and-traps.md Cache get_node results; free with queue_free(); use object pools for bullets/particles; profile with the built-in profiler + --verbose; avoid per-frame allocations in _process
Rendering & platforms references/rendering-and-export.md Pick the renderer per target (Forward+ desktop, Mobile for phones, Compatibility for web/old GPUs); export needs matching export templates; test on-device, not just the editor
Ship & polish references/rendering-and-export.md#shipping Export presets per platform; strip debug; sign/notarize per store rules (verify per platform); one-button build via godot --headless --export-release in CI
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gamedev-godot — vasilyu1983/ai-agents-public