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 the Godot 4.7 stable minor line. Select the current stable patch only after checking the official release archive. The skill 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): use the current stable patch in the 4.7 line and treat later development snapshots as pre-release until the official archive marks them stable. Pin the exact patch level in CI, not just the minor, and re-check the archive before starting or upgrading a 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.
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 |