gamedev-godot
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 |