Godot GDScript

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle, @export/@onready/@tool annotations, signals, and await for…

You say
Buy it · $35 Read it before you buy $35 Written by gamedev-skills · unverified publisher
Context cost
2.2k tokensestimated from the bundle, loaded when it triggers
Bundle
2 files · 8.7 kBtext throughout, nothing executable
Licence
Apache-2.0paid listing
Last change
no release on file
Servers it uses
Noneruns standalone

What it does

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).

Installed, it changes the agent in these ways.

What this skill changes about the agent is not written down here yet. The listing was collected from its source, and the description is in its own SKILL.md.

Expertise

Domain judgement the base model does not have.

godotgdscriptgame-enginegamedev

The skill itself

This is the whole product. A skill is instructions the model reads, so there is nothing behind the listing you cannot see first — the front matter loads with every session, and the body below it loads when the skill triggers.

SKILL.md5.3 kB · 131 lines
--- name: godot-gdscript description: > Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export). ---
11# Godot GDScript (4.x)
12
13Write correct, statically typed GDScript and use the node lifecycle and signal
14system the way the engine intends. Targets **Godot 4.7** (GDScript 2.0).
15
16## When to use
17
18- Use when writing or fixing .gd files: declaring variables, functions, classes,
19 using @export/@onready, connecting signals, or awaiting coroutines/signals.
20- Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
21
22**When *not* to use:** scene/node structure and instancing questions →
23godot-nodes-scenes; signal *architecture*/decoupling patterns →
24godot-signals-groups; using C# instead of GDScript → godot-csharp.
25
26## Core workflow
27
281. **Type everything you can.** GDScript 2.0 supports static types
29 (var hp: int = 10, func add(a: int, b: int) -> int:). Types catch errors at
30 parse time and speed up the VM. Use := for inferred types.
312. **Use the lifecycle callbacks for their purpose:** _ready() once when the node
32 and its children enter the tree; _process(delta) every rendered frame;
33 _physics_process(delta) on the fixed physics tick (use it for movement/physics).
343. **Grab node references with @onready**, not in _init() — children do not exist
35 until the node enters the tree.
364. **Expose tunables with @export** so designers edit them in the Inspector.
375. **React to events with signals + await**, not polling, where it reads cleanly.
386. **Run and read errors.** The Debugger panel prints typed errors with line numbers;
39 fix the first error first (later ones are often cascades).
40
41## Patterns
42
43### 1. A typed script with lifecycle, @export, and @onready
44
45```gdscript
46extends Node2D
47class_name Spinner # registers a global type usable in other scripts
48
49@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
50@export_range(0, 10, 0.5) var wobble := 2.0
51@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
52
53func _ready() -> void:
54 # Runs once, after children are ready. Safe to touch $Sprite2D here.
55 sprite.modulate = Color.AQUA
56
57func _process(delta: float) -> void:
58 # delta is seconds since last frame; multiply rates by it for FPS independence.
59 rotation_degrees += speed * delta
60```
61
62### 2. Signals: declare, emit, connect (4.x Callable syntax)
63
64```gdscript
65extends Node
66
67signal health_changed(current: int, maximum: int) # typed signal params
68
69var health := 100
70
71func take_damage(amount: int) -> void:
72 health = max(health - amount, 0)
73 health_changed.emit(health, 100) # 4.x: emit as a method on the signal
74
75func _ready() -> void:
76 # 4.x: connect with a Callable, not a string method name.
77 health_changed.connect(_on_health_changed)
78
79func _on_health_changed(current: int, maximum: int) -> void:
80 print("HP: %d/%d" % [current, maximum])
81```
82
83### 3. await — pause until a timer or signal fires (replaces 3.x yield)
84
85```gdscript
86func flash_then_continue() -> void:
87 modulate = Color.RED
88 await get_tree().create_timer(0.2).timeout # resume after 0.2s
89 modulate = Color.WHITE
90 # await any signal: var result = await some_node.some_signal
91```
92
93### 4. Lambdas, typed arrays, and safe access
94
95```gdscript
96var enemies: Array[Node] = [] # typed array
97
98func cull_dead() -> void:
99 enemies = enemies.filter(func(e): return e.is_inside_tree())
100
101func get_first_name(d: Dictionary) -> String:
102 return d.get("name", "unknown") # default avoids missing-key errors
103```
104
105## Pitfalls
106
107- **3.x → 4.x signal API changed.** emit_signal("x") still works but prefer
108 x.emit(...); connect("x", self, "_on_x") is gone — use x.connect(_on_x) with a
109 Callable. yield(obj, "sig") is now await obj.sig.
110- **export var is now @export var** (annotation). Likewise onready@onready,
111 tool@tool, remote/master RPC keywords → the @rpc(...) annotation.
112- **@onready and $NodePath in _init() fail** — the node isn't in the tree yet.
113 Initialize node references in _ready() or with @onready.
114- **Integer division truncates.** 5 / 2 == 2. Use 5.0 / 2 or cast to float.
115- **_process vs _physics_process.** Put move_and_slide() and physics in
116 _physics_process(delta); using _process makes motion frame-rate dependent.
117- **class_name must be unique** project-wide and is required to use the type name in
118 other scripts or as an Inspector type.
119
120## References
121
122- For the full annotation list, advanced typing, and style conventions, read
123 references/annotations-and-typing.md.
124
125## Related skills
126
127- godot-nodes-scenes — the scene tree, instancing, and autoloads.
128- godot-signals-groups — event-driven architecture with signals and groups.
129- godot-resources — data-driven design with custom Resource types.
130- godot-csharp — the same engine concepts using C#/.NET.
131
In the file
SKILL.md728 words
Files2
LicenceApache-2.0
Why you can read it

Nothing in a skill executes. The client loads the text and the model follows it, so a skill can be audited the way a runbook is — by reading it.

What it costs in context

Skills are not billed by the call. They are paid for in context: every token the instructions occupy is a token your code, your diff and your conversation cannot use. Here is what this one takes and when it takes it.

≈110
always loaded
The name and description, so the model knows the skill exists and when to reach for it.
2,065
on trigger
The instruction body and 1 supporting file, read only when the skill fires.
1.1%
of a 200k window
Ten skills this size would take about 11% of the window before you open a file.
050k100k150k200k context window

2.2k tokens, estimated from the bundle at four bytes to the token, held for the rest of the session once it triggers. Middling. Fine to keep on in a project where you use it weekly, worth unloading in one where you never do.

Servers bill, skills cost

A server charges by the month. A skill charges once per session, in context, and then keeps charging it for as long as the session lives.

Before and after

The same question, put to the same model twice: once as it comes, and once with these instructions loaded.

No worked example has been published for this skill yet.

Adoption
Installsnone yet
Ratingno reviews yet

The procedure it runs

The procedure has not been published here. It is in the skill’s own SKILL.md, which its author has not sent to the marketplace yet.

Prose, not code

These steps are written for a model to follow, not executed by a runtime. It can still be told to skip one, and it will say so when it does.

Servers it uses

None. This skill calls no MCP servers at all.

Everything it needs is in the instructions, so it works in a project with nothing connected — the model reads the file and changes how it works with what it can already reach.

It writes no files and reaches no network. All it changes is how the model reasons and writes.

What it asks for
Writes filesno
Network accessno

Read from the allowed-tools line of this skill’s own SKILL.md. A skill grants no permissions of its own — it can only ask for tools your client already has.

What it will not do

Every skill is narrow, and the useful ones say where they stop. These are the jobs this one is the wrong tool for.

What this skill is not for has not been published here. Nothing is implied by that: it is a section the author has not filled in.

What is in the bundle

2 files, 8.7 kB on disk. A bundle is text throughout: the instructions the model reads, plus the templates it fills in.

  • SKILL.md5.3 kB
  • references/annotations-and-typing.md3.4 kB
What is not in it

No dependencies and nothing executable: a skill is text the agent reads, so the bundle is 2 files you can review in full before installing. The Apache-2.0 licence covers the templates and examples as well as the instructions.

Install

Installing copies the bundle into your project. Nothing runs at install time — the files sit on disk until the model reads them.

$35 once
Godot GDScript · Apache-2.0 · gamedev-skills
one-time
Price$35 once
LicenceApache-2.0 — the author’s, unchanged by this purchase
Paid throughStripe, once, on the card you add at the checkout
Keeps workingfor good — the files are yours once they are on disk
Updatesevery update its author ships, delivered through this account

You can read the whole bundle before paying — the SKILL.md above is the product, not a preview of it. What the money buys is the delivery: the folder packaged and handed to your machine by key, every update its author ships, and our support if it does not do what this listing says. The terms of use are Apache-2.0, set by the author and unchanged by buying it here.

Payment runs through Stripe, on a page like this one rather than a redirect. Once there is an account it joins the same mcprush invoice as everything else you run, so there is never a second card to enter.

Which clients pick it up on their own

A skill is a folder of text. A client with a skills folder reads it without being told; everywhere else the same text works, it is just handed to the model rather than found.

Claude Code.claude/skills/
Claude Desktop
ChatGPT
Cursor.cursor/skills/
VS Code.github/skills/
Codex CLI.agents/skills/
Gemini CLI.gemini/skills/
Grok.grok/skills/
Zed.agents/skills/
Windsurf.windsurf/skills/
Agent SDK.claude/skills/
HTTP / API
This release
Versionnot versioned
Publishedno release date on file
Price$35
Referencegamedev-skills/godot-gdscript

Versions

Its author publishes no version number, so there is nothing here to pin to: what you install is the folder as it stands today. Instructions change more often than APIs do — a skill can be rewritten entirely without anything it depends on moving.

v
  • No earlier releases have been published to the marketplace.
Pinning

Nothing to pin to: this skill carries no version number of its own. What you install is what the folder holds on the day you install it.

Reviews

no reviews yet · no installs yet

Nobody has reviewed this skill yet. The rating is the mean of the reviews written here, so there is none until somebody writes the first.

Who can post

Only accounts that have had the skill installed for fourteen days, so a review is written after living with it rather than after reading it. Publishers may reply once.

Publisher
Servers0