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/event-bus

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

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godot-prompter
54157 skills9 agents1 hook
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$ npx -y skills add jame581/GodotPrompter --skill event-bus --agent claude-code

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/event-bus

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The summary Claude sees to decide when to auto-load this skill.

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

SKILL.md

event-bus.SKILL.md
name: event-bus
description: Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

Event Bus in Godot 4.3+

A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.

> **Related skills:** **component-system** for direct signal communication between components, **csharp-signals** for C#-specific signal patterns, **dependency-injection** for alternative decoupling approaches, **ability-system** for an EventBus usage example with ability events.

---

1. What is an Event Bus

An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.

Without EventBus             With EventBus
──────────────               ──────────────────────────
NodeA ──signal──► NodeB      NodeA ──emit──► EventBus ──signal──► NodeB
                                                       ──signal──► NodeC
                                                       ──signal──► NodeD

**Flow diagram**

┌─────────┐   emit(player_died)   ┌───────────┐   player_died   ┌──────────┐
│  NodeA  │ ────────────────────► │ EventBus  │ ───────────────► │  NodeB   │
│(Player) │                       │(Autoload) │                  │   (UI)   │
└─────────┘                       └───────────┘ ───────────────► └──────────┘
                                                  player_died    ┌──────────┐
                                                                 │  NodeC   │
                                                                 │(AudioMgr)│
                                                                 └──────────┘

NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.

---

2. When to Use vs Direct Signals

| Scenario | Recommended approach | |--------------------------------------------|-------------------------------| | Parent notifying its own child | Direct signal or method call | | Child notifying its parent | Direct signal (bubble up) | | Two nodes with the same parent | Direct signal via parent | | Completely unrelated nodes in the tree | Event bus | | UI reacting to gameplay state changes | Event bus | | Audio manager reacting to game events | Event bus | | Data manager / save system reacting | Event bus | | Tight, performance-sensitive inner loop | Direct method call |

**Rule of thumb:** if you would otherwise need `get_node("../../SomeDistantNode")` or a hard-coded NodePath, the event bus is a better fit.

---

3. Basic EventBus

Create `res://autoloads/event_bus.gd` (or `EventBus.cs`), then register it in **Project → Project Settings → Autoload** with the name `EventBus`.

GDScript (`autoloads/event_bus.gd`)

extends Node

## Emitted when the player character has died.
signal player_died

## Emitted whenever the score changes.
signal score_changed(new_score: int)

## Emitted when a level finishes successfully.
signal level_completed(level_id: int)

## Emitted when the player picks up a collectible.
signal item_collected(item_name: String)

## Emitted when the player's health changes.
signal health_changed(current: int, maximum: int)

C# (`Autoloads/EventBus.cs`)

using Godot;

/// <summary>
/// Global signal hub. Register as an autoload named "EventBus".
/// </summary>
public partial class EventBus : Node
{
    /// <summary>Emitted when the player character has died.</summary>
    [Signal] public delegate void PlayerDiedEventHandler();

    /// <summary>Emitted whenever the score changes.</summary>
    [Signal] public delegate void ScoreChangedEventHandler(int newScore);

    /// <summary>Emitted when a level finishes successfully.</summary>
    [Signal] public delegate void LevelCompletedEventHandler(int levelId);

    /// <summary>Emitted when the player picks up a collectible.</summary>
    [Signal] public delegate void ItemCollectedEventHandler(string itemName);

    /// <summary>Emitted when the player's health changes.</summary>
    [Signal] public delegate void HealthChangedEventHandler(int current, int maximum);
}

---

4. Connecting to Events

Consumers connect in `_ready()`. In C#, always disconnect in `_ExitTree()` to avoid dangling delegates and memory leaks.

GDScript

extends CanvasLayer

# GDScript connections are reference-counted and cleaned up automatically
# when the node is freed, but explicit disconnection is still good practice
# for long-lived nodes that reconnect frequently.

func _ready() -> void:
    EventBus.player_died.connect(_on_player_died)
    EventBus.score_changed.connect(_on_score_changed)
    EventBus.health_changed.connect(_on_health_changed)


func _exit_tree() -> void:
    EventBus.player_died.disconnect(_on_player_died)
    EventBus.score_changed.disconnect(_on_score_changed)
    EventBus.health_changed.disconnect(_on_health_changed)


func _on_player_died() -> void:
    $DeathScreen.show()


func _on_score_changed(new_score: int) -> void:
    $ScoreLabel.text = "Score: %d" % new_score


func _on_health_changed(current: int, maximum: int) -> void:
    $HealthBar.value = float(current) / float(maximum) * 100.0

C#

using Godot;

public partial class HudLayer : CanvasLayer
{
    private EventBus _eventBus;

    public override void _Ready()
    {
        _eventBus = GetNode<EventBus>("/root/EventBus");

        // Connect using strongly-typed delegate handlers
        _eventBus.PlayerDied      += OnPlayerDied;
        _eventBus.ScoreChanged    += OnScoreChanged;
        _eventBus.HealthChanged   += OnHealthChanged;
    }

    // IMPORTANT: Always disconnect in _ExitTree() in C#.
    // C# delegates are not automatically cleaned up when a node is freed.
    // Failing to
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