From godot
Generate production-ready GDScript 2.0 for Godot 4.3+ with strict static typing. Auto-triggers on Godot, GDScript, or game development tasks. Enforces official style guide, modern architecture patterns, and version-safe syntax. Covers: player controllers, state machines, signals, tilemaps, save/load, UI, and more.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot:godotWhen to use
Use when user asks to create a Godot game, write GDScript, build game mechanics, design game architecture, set up scenes, implement player controllers, enemy AI, UI systems, procedural generation, tilemaps, signals, state machines, save/load systems, or any Godot Engine task. Triggers on: "godot", "gdscript", "game dev", "make a game", "2D game", "3D game", "platformer", "RPG", "top-down", "side-scroller", "CharacterBody2D", "CharacterBody3D", "RigidBody", "Area2D", "Node2D", "Node3D".
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
Produce production-ready, type-safe GDScript 2.0 for Godot 4.3+. Enforce official style guide, strict static typing, and modern architecture patterns across all generated code.
Produce production-ready, type-safe GDScript 2.0 for Godot 4.3+. Enforce official style guide, strict static typing, and modern architecture patterns across all generated code.
This skill constrains all Godot-related code generation to:
Activate whenever the task involves:
These are non-negotiable. Violations produce compilation errors:
| Banned (Godot 3 / Deprecated) | Required (Godot 4.3+) |
|---|---|
yield | await |
emit_signal("name") | signal_name.emit() |
connect("signal", target, "method") | signal.connect(callable) |
TileMap node | TileMapLayer node |
File / Directory classes | FileAccess / DirAccess |
deg2rad / rad2deg | deg_to_rad / rad_to_deg |
stepify / rand_range / instance() | snapped / randf_range / instantiate() |
export var / onready var | @export var / @onready var |
KinematicBody2D | CharacterBody2D |
move_and_slide(velocity) | velocity = ...; move_and_slide() |
Load references/godot4-syntax.md for the complete deprecation map when migrating code.
Every declaration must be statically typed:
var speed := 400.0 # Inferred
var player_name: String = "" # Explicit
var enemies: Array[Enemy] = [] # Typed array
func calculate_damage(base: float, mult: float) -> float: # Params + return
func take_damage(amount: int) -> void: # Void explicit
Load references/gdscript-style-guide.md for naming conventions and formatting rules.
Key rules always active:
| Element | Convention | Example |
|---|---|---|
| Files | snake_case.gd | weapon_system.gd |
| Classes/Nodes | PascalCase | class_name NetworkManager |
| Functions | snake_case() | func calculate_velocity(): |
| Signals | snake_case (past tense) | signal enemy_defeated |
| Constants/Enum members | CONSTANT_CASE | const MAX_SPEED := 600.0 |
Formatting: one statement per line, English booleans (and/or/not), no unnecessary parentheses, double-indent multi-line conditions.
Every script follows this exact sequence:
1. @tool, @icon 2. class_name 3. extends
4. ## Docstring 5. signals 6. enums
7. constants 8. static var 9. @export var
10. var (public → _private) 11. @onready var 12. _static_init()
13. static func 14. Virtual callbacks (_init → _ready → _process → _physics_process)
15. Public methods 16. Private methods 17. Inner classes
Load references/architecture-patterns.md for signal bus, state machine, entity pattern, and composition examples.
Decision trees always active:
State management:
Needs _process() or node lifecycle? → Autoload
Just data/utilities/config? → Static class (class_name + static var/func)
Communication:
Parent → Child: direct method calls
Child → Parent: signals (emit up)
Sibling → Sibling: signal bus or parent mediates
Cross-scene: Autoload event bus
Load references/common-systems.md for TileMapLayer, FileAccess, Resources, input, camera, pooling, and UI patterns.
Key constraints always active:
user:// for saves, res:// read-only in exports.tres) for portable data — separate data from presentationGenerate complete CharacterBody2D script: exported movement vars, _physics_process with move_and_slide(), coyote time, jump buffering, enum-based state tracking, input map references.
Dedicated StateMachine node managing State child nodes. Each state extends base State class. Transitions via signals. Never string-based state comparison.
user:// for all saves. FileAccess.open() with error checking. JSON or ResourceSaver. Never File class.
TileMapLayer per logical layer. get_cell_source_id() / set_cell(). Procedural gen via code.
Player (CharacterBody2D)
├── CollisionShape2D
├── Sprite2D
├── AnimationPlayer
└── Hurtbox (Area2D)
└── CollisionShape2D
Godot 3 code provided → identify deprecated elements, provide modern equivalent, explain migration in 1 sentence, generate corrected code.
Architecturally unsound request → generate using proper patterns, note concern in 1 sentence, suggest alternatives only if issue causes real scaling problems.
yield, emit_signal(), string-based connect(), TileMap, File, Directory)&&, ||, !)get_parent() or get_node("../Sibling") for cross-node communicationand/or at end of line in multi-line conditions-> void on functions that return nothingProvides behavioral guidelines to reduce common LLM coding mistakes, focusing on simplicity, surgical changes, assumption surfacing, and verifiable success criteria.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
npx claudepluginhub shihabshahrier/godot-skill --plugin godot