| name | godot |
| description | This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, and code templates. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components. |
Godot Engine Development Skill
Specialized guidance for developing games and applications with Godot Engine, with emphasis on effective collaboration between LLM coding assistants and Godot's unique file structure.
Overview
Godot projects use a mix of GDScript code files (.gd) and text-based resource files (.tscn for scenes, .tres for resources). While GDScript is straightforward, the resource files have strict formatting requirements that differ significantly from GDScript syntax. This skill provides file format expertise, proven architecture patterns, validation tools, code templates, and debugging workflows to enable effective development of Godot projects.
When to Use This Skill
Invoke this skill when:
- Working on any Godot Engine project
- Creating or modifying .tscn (scene) or .tres (resource) files
- Implementing game systems (interactions, attributes, spells, inventory, etc.)
- Debugging "file failed to load" or similar resource errors
- Setting up component-based architectures
- Creating signal-driven systems
- Implementing resource-based data (items, spells, abilities)
Key Principles
1. Understand File Format Differences
GDScript (.gd) - Full Programming Language:
extends Node
class_name MyClass
var speed: float = 5.0
const MAX_HEALTH = 100
func _ready():
print("Ready")
Scene Files (.tscn) - Strict Serialization Format:
[ext_resource type="Script" path="res://script.gd" id="1"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1") # NOT preload()!
Resource Files (.tres) - NO GDScript Syntax:
[ext_resource type="Script" path="res://item.gd" id="1"]
[resource]
script = ExtResource("1") # NOT preload()!
item_name = "Sword" # NOT var item_name = "Sword"!
2. Critical Rules for .tres and .tscn Files
NEVER use in .tres/.tscn files:
preload()- UseExtResource("id")insteadvar,const,func- These are GDScript keywords- Untyped arrays - Use
Array[Type]([...])syntax
ALWAYS use in .tres/.tscn files:
ExtResource("id")for external resourcesSubResource("id")for inline resources- Typed arrays:
Array[Resource]([...]) - Proper ExtResource declarations before use
3. Separation of Concerns
Keep logic in .gd files, data in .tres files:
src/
spells/
spell_resource.gd # Class definition + logic
spell_effect.gd # Effect logic
resources/
spells/
fireball.tres # Data only, references scripts
ice_spike.tres # Data only
This makes LLM editing much safer and clearer.
4. Component-Based Architecture
Break functionality into small, focused components:
Player (CharacterBody3D)
├─ HealthAttribute (Node) # Component
├─ ManaAttribute (Node) # Component
├─ Inventory (Node) # Component
└─ StateMachine (Node) # Component
├─ IdleState (Node)
├─ MoveState (Node)
└─ AttackState (Node)
Benefits:
- Each component is a small, focused file
- Easy to understand and modify
- Clear responsibilities
- Reusable across different entities
5. Signal-Driven Communication
Use signals for loose coupling:
# Component emits signals
signal health_changed(current, max)
signal death()
# Parent connects to signals
func _ready():
$HealthAttribute.health_changed.connect(_on_health_changed)
$HealthAttribute.death.connect(_on_death)
Benefits:
- No tight coupling between systems
- Easy to add new listeners
- Self-documenting (signals show available events)
- UI can connect without modifying game logic
Using Bundled Resources
Validation Scripts
Validate .tres and .tscn files before testing in Godot to catch syntax errors early.
Validate .tres file:
python3 scripts/validate_tres.py resources/spells/fireball.tres
Validate .tscn file:
python3 scripts/validate_tscn.py scenes/player/player.tscn
Use these scripts when:
- After creating or editing .tres/.tscn files programmatically
- When debugging "failed to load" errors
- Before committing scene/resource changes
- When user reports issues with custom resources
Reference Documentation
Load reference files when needed for detailed information:
references/file-formats.md - Deep dive into .gd, .tscn, .tres syntax:
- Complete syntax rules for each file type
- Common mistakes with examples
- Safe vs risky editing patterns
- ExtResource and SubResource usage
references/architecture-patterns.md - Proven architectural patterns:
- Component-based interaction system
- Attribute system (health, mana, etc.)
- Resource-based effect system (spells, items)
- Inventory system
- State machine pattern
- Examples of combining patterns
Read these references when:
- Implementing new game systems
- Unsure about .tres/.tscn syntax
- Debugging file format errors
- Planning architecture for new features
Code Templates
Use templates as starting points for common patterns. Templates are in assets/templates/:
component_template.gd - Base component with signals, exports, activation:
# Copy and customize for new components
cp assets/templates/component_template.gd src/components/my_component.gd
attribute_template.gd - Numeric attribute (health, mana, stamina):
# Use for any numeric attribute with min/max
cp assets/templates/attribute_template.gd src/attributes/stamina_attribute.gd
interaction_template.gd - Interaction component base class:
# Extend for custom interactions (pickup, door, switch, etc.)
cp assets/templates/interaction_template.gd src/interactions/lever_interaction.gd
spell_resource.tres - Example spell with effects:
# Use as reference for creating new spell data
cat assets/templates/spell_resource.tres
item_resource.tres - Example item resource:
# Use as reference for creating new item data
cat assets/templates/item_resource.tres
Workflows
Workflow 1: Creating a New Component System
Example: Adding a health system to enemies.
Steps:
Read architecture patterns reference:
# Check for similar patterns Read references/architecture-patterns.md # Look for "Attribute System" sectionCreate base class using template:
cp assets/templates/attribute_template.gd src/attributes/attribute.gd # Customize the base classCreate specialized subclass:
# Create health_attribute.gd extending attribute.gd # Add health-specific signals (damage_taken, death)Add to scene via .tscn edit:
[ext_resource type="Script" path="res://src/attributes/health_attribute.gd" id="4_health"] [node name="HealthAttribute" type="Node" parent="Enemy"] script = ExtResource("4_health") value_max = 50.0 value_start = 50.0Test immediately in Godot editor
If issues, validate the scene file:
python3 scripts/validate_tscn.py scenes/enemies/base_enemy.tscn
Workflow 2: Creating Resource Data Files (.tres)
Example: Creating a new spell.
Steps:
Reference the template:
cat assets/templates/spell_resource.tresCreate new .tres file with proper structure:
[gd_resource type="Resource" script_class="SpellResource" load_steps=3 format=3] [ext_resource type="Script" path="res://src/spells/spell_resource.gd" id="1"] [ext_resource type="Script" path="res://src/spells/spell_effect.gd" id="2"] [sub_resource type="Resource" id="Effect_1"] script = ExtResource("2") effect_type = 0 magnitude_min = 15.0 magnitude_max = 25.0 [resource] script = ExtResource("1") spell_name = "Fireball" spell_id = "fireball" mana_cost = 25.0 effects = Array[ExtResource("2")]([SubResource("Effect_1")])Validate before testing:
python3 scripts/validate_tres.py resources/spells/fireball.tresFix any errors reported by validator
Test in Godot editor
Workflow 3: Debugging Resource Loading Issues
When user reports "resource failed to load" or similar errors.
Steps:
Read the file reported in error:
# Check file syntax Read resources/spells/problem_spell.tresRun validation script:
python3 scripts/validate_tres.py resources/spells/problem_spell.tresCheck for common mistakes:
- Using
preload()instead ofExtResource() - Using
var,const,funckeywords - Missing ExtResource declarations
- Incorrect array syntax (not typed)
- Using
Read file format reference if needed:
Read references/file-formats.md # Focus on "Resource Files (.tres)" section # Check "Common Mistakes Reference"Fix errors and re-validate
Workflow 4: Implementing from Architecture Patterns
When implementing a known pattern (interaction system, state machine, etc.).
Steps:
Read the relevant pattern:
Read references/architecture-patterns.md # Find the specific pattern (e.g., "Component-Based Interaction System")Copy relevant template:
cp assets/templates/interaction_template.gd src/interactions/door_interaction.gdCustomize the template:
- Override
_perform_interaction() - Add custom exports for configuration
- Add custom signals if needed
- Override
Create scene structure following pattern:
[node name="Door" type="StaticBody3D"] script = ExtResource("base_interactable.gd") [node name="DoorInteraction" type="Node" parent="."] script = ExtResource("door_interaction.gd") interaction_text = "Open Door"Test incrementally
Common Pitfalls and Solutions
Pitfall 1: Using GDScript Syntax in .tres Files
Problem:
# ❌ WRONG
script = preload("res://script.gd")
var items = [1, 2, 3]
Solution:
# ✅ CORRECT
[ext_resource type="Script" path="res://script.gd" id="1"]
script = ExtResource("1")
items = Array[int]([1, 2, 3])
Prevention: Run validation script before testing.
Pitfall 2: Missing ExtResource Declarations
Problem:
[resource]
script = ExtResource("1_script") # Not declared!
Solution:
[ext_resource type="Script" path="res://script.gd" id="1_script"]
[resource]
script = ExtResource("1_script")
Detection: Validation script will catch this.
Pitfall 3: Editing Complex .tscn Hierarchies
Problem: Modifying instanced scene children can break when editor re-saves.
Solution:
- Make only simple property edits in .tscn files
- For complex changes, use Godot editor
- Test immediately after text edits
- Use git to track changes and revert if needed
Pitfall 4: Untyped Arrays in .tres Files
Problem:
effects = [SubResource("Effect_1")] # Missing type
Solution:
effects = Array[Resource]([SubResource("Effect_1")])
Prevention: Validation script warns about this.
Pitfall 5: Forgetting Instance Property Overrides
Problem: When instancing a scene, forgetting to override child node properties. The instance uses default values (often null), causing silent bugs.
# level.tscn
[node name="KeyPickup" parent="." instance=ExtResource("6_pickup")]
# Oops! PickupInteraction.item_resource is null - pickup won't work!
Solution: Always configure instanced scene properties using the index syntax:
[node name="KeyPickup" parent="." instance=ExtResource("6_pickup")]
[node name="PickupInteraction" parent="KeyPickup" index="0"]
item_resource = ExtResource("7_key")
Detection:
- Test the instance in-game immediately
- Read
references/file-formats.md"Instance Property Overrides" section for details - When creating scene instances, ask: "Does this scene have configurable components that need properties set?"
Prevention: After instancing any scene with configurable children (PickupInteraction, DoorInteraction, etc.), always verify critical properties are overridden.
Best Practices
1. Consult References for Common Issues
When encountering issues, consult the reference documentation:
references/common-pitfalls.md - Common Godot gotchas and solutions:
- Initialization and @onready timing issues
- Node reference and get_node() problems
- Signal connection issues
- Resource loading and modification
- CharacterBody3D movement
- Transform and basis confusion
- Input handling
- Type safety issues
- Scene instancing pitfalls
- Tween issues
references/godot4-physics-api.md - Physics API quick reference:
- Correct raycast API (
PhysicsRayQueryParameters3D) - Shape queries and collision detection
- Collision layers and masks
- Area3D vs RigidBody3D vs CharacterBody3D
- Common physics patterns
- Performance tips
Load these when:
- Getting null reference errors
- Implementing physics/collision systems
- Debugging timing issues with @onready
- Working with CharacterBody3D movement
- Setting up raycasts or shape queries
2. Always Validate After Editing .tres/.tscn
python3 scripts/validate_tres.py path/to/file.tres
python3 scripts/validate_tscn.py path/to/file.tscn
2. Use Templates as Starting Points
Don't write components from scratch - adapt templates:
cp assets/templates/component_template.gd src/my_component.gd
3. Read References for Detailed Syntax
When unsure about syntax, load the reference:
Read references/file-formats.md
4. Follow Separation of Concerns
- Logic → .gd files
- Data → .tres files
- Scene structure → .tscn files (prefer editor for complex changes)
5. Use Signals for Communication
Prefer signals over direct method calls:
# ✅ Good - Loose coupling
signal item_picked_up(item)
item_picked_up.emit(item)
# ❌ Avoid - Tight coupling
get_parent().get_parent().add_to_inventory(item)
6. Test Incrementally
After each change:
- Validate with scripts
- Test in Godot editor
- Verify functionality
- Commit to git
7. Use Export Variables Liberally
Make configuration visible and editable:
@export_group("Movement")
@export var speed: float = 5.0
@export var jump_force: float = 10.0
@export_group("Combat")
@export var damage: int = 10
Quick Reference
File Type Decision Tree
Writing game logic? → Use .gd file
Storing data (item stats, spell configs)? → Use .tres file
Creating scene structure? → Use .tscn file (prefer Godot editor for complex structures)
Syntax Quick Check
In .gd files: Full GDScript - var, func, preload(), etc. ✅
In .tres/.tscn files:
preload()❌ → UseExtResource("id")✅var,const,func❌ → Just property values ✅[1, 2, 3]❌ →Array[int]([1, 2, 3])✅
When to Use Each Validation Script
validate_tres.py - For resource files:
- Items, spells, abilities
- Custom resource data
- After creating .tres files
validate_tscn.py - For scene files:
- Player, enemies, levels
- UI scenes
- After editing .tscn files
When to Read Each Reference
file-formats.md - When:
- Creating/editing .tres/.tscn files
- Getting "failed to load" errors
- Unsure about syntax rules
architecture-patterns.md - When:
- Implementing new game systems
- Planning component structure
- Looking for proven patterns
Summary
Work with Godot projects effectively by:
- Understanding file formats - .gd is code, .tres/.tscn are data with strict syntax
- Using validation tools - Catch errors before testing
- Following patterns - Use proven architectures from references
- Starting from templates - Adapt rather than create from scratch
- Testing incrementally - Validate, test, commit frequently
The key insight: Godot's text-based files are LLM-friendly when you respect the syntax differences between GDScript and resource serialization formats.