godot-gdscript-patternslisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# GDScript Patterns
## Purpose
GDScript 2.0 shipped with Godot 4 and is a different language from GDScript 1.x
in Godot 3: annotations replaced keyword exports, `await` replaced `yield`,
signals became objects rather than strings, and the static type system became
strong enough to change performance. This skill gives the idioms that make
GDScript fast, refactorable and diff-friendly, and marks every place where a 3.x
form would look plausible and be wrong.
## When to use
- Writing any new `.gd` file, or editing an existing one.
- Reviewing GDScript for typing, lifecycle or signal-handling problems.
- Porting a tutorial, snippet or Godot 3 script into a Godot 4 project.
- Deciding how a node should reach its collaborators.
- Chasing "Invalid call. Nonexistent function" or "Cannot call method on a null
value" errors that appear only at runtime.
## When NOT to use
- Scene-tree architecture and node ownership questions — `godot-scene-composition`.
- Signal topology, event buses and decoupling strategy — `godot-signals-events`.
- C# equivalents and cross-language interop — `godot-csharp-integration`.
- `@tool` scripts intended to extend the editor UI — `godot-editor-plugins`.
(`@tool` basics are covered here; editor plugin structure is not.)
## Required context
- **Major version.** `config_version` in `project.godot`. Everything below is
Godot 4 unless labelled `3.x`. Establish this via `godot-project-conventions`
first.
- **Minor version.** `config/features`. Type