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Writes idiomatic, statically typed GDScript for Godot 4.x using node lifecycle, @export/@onready annotations, signals, and await. Use when editing .gd files or porting 3.x scripts.
How this skill is triggered — by the user, by Claude, or both
Slash command
/workflows:godot-gdscriptThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Write correct, statically typed GDScript and use the node lifecycle and signal
Write correct, statically typed GDScript and use the node lifecycle and signal system the way the engine intends. Targets Godot 4.3+ (GDScript 2.0).
.gd files: declaring variables, functions, classes,
using @export/@onready, connecting signals, or awaiting coroutines/signals.When not to use: scene/node structure and instancing questions →
godot-nodes-scenes; signal architecture/decoupling patterns →
godot-signals-groups; using C# instead of GDScript → godot-csharp.
var hp: int = 10, func add(a: int, b: int) -> int:). Types catch errors at
parse time and speed up the VM. Use := for inferred types._ready() once when the node
and its children enter the tree; _process(delta) every rendered frame;
_physics_process(delta) on the fixed physics tick (use it for movement/physics).@onready, not in _init() — children do not exist
until the node enters the tree.@export so designers edit them in the Inspector.await, not polling, where it reads cleanly.extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = max(health - amount, 0)
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
emit_signal("x") still works but prefer
x.emit(...); connect("x", self, "_on_x") is gone — use x.connect(_on_x) with a
Callable. yield(obj, "sig") is now await obj.sig.export var is now @export var (annotation). Likewise onready→@onready,
tool→@tool, remote/master RPC keywords → the @rpc(...) annotation.@onready and $NodePath in _init() fail — the node isn't in the tree yet.
Initialize node references in _ready() or with @onready.5 / 2 == 2. Use 5.0 / 2 or cast to float._process vs _physics_process. Put move_and_slide() and physics in
_physics_process(delta); using _process makes motion frame-rate dependent.class_name must be unique project-wide and is required to use the type name in
other scripts or as an Inspector type.references/annotations-and-typing.md.godot-nodes-scenes — the scene tree, instancing, and autoloads.godot-signals-groups — event-driven architecture with signals and groups.godot-resources — data-driven design with custom Resource types.godot-csharp — the same engine concepts using C#/.NET.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin gamedevGenerates idiomatic Godot 4.x GDScript code with type hints, annotations, signals, and patterns for CharacterBody2D/3D movement and state machines.
Provides Godot 4.x GDScript best practices for scene organization, signals, resources, state machines, and performance. Use when generating code, designing architecture, or implementing patterns.
Writes production-grade GDScript with performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, and profiler-driven idioms.