authoring-godot-prompt…
Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter,…
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Claude Code
$ npx -y skills add jame581/GodotPrompter --skill gdscript-advanced --agent claude-code
Codex
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a codex -y
Cursor
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a cursor -y
Gemini CLI
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a gemini-cli -y
GitHub Copilot
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a github-copilot -y
OpenCode
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a opencode -y
Windsurf
$ npx skills add jame581/GodotPrompter --skill gdscript-advanced -a windsurf -y
name: gdscript-advanced description: Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Production-grade GDScript depth — for shipping games, not for learning the language. Pair with **gdscript-patterns** for fundamentals.
> **Related skills:** **gdscript-patterns** for language fundamentals, **godot-optimization** for engine-side perf work, **godot-debugging** for runtime diagnosis, **csharp-godot** for the C# alternative.
> **Intent:** This skill is GDScript-only by design (allowlisted). C# users should read `csharp-godot`. Adding C# parity here would undermine the audience split.
You're past `gdscript-patterns` when:
This skill assumes you already know typed parameters, `@onready`, `await`, `match`, and lambdas (covered in `gdscript-patterns`).
**Static vars and methods** (static vars since Godot 4.1) avoid per-instance overhead:
class_name Tally extends Node
static var _global_score: int = 0
static func add_score(amount: int) -> void:
_global_score += amount
static func get_score() -> int:
return _global_scoreAvoid singletons-as-autoloads when a static method on a class would do.
**Vector2i vs Vector2 / Vector3i vs Vector3** — integer vectors keep tile coords and grid math exact (no float drift, usable as `Dictionary` keys). Measure before assuming a speed gain. Convert to float only at the rendering boundary:
var grid_pos: Vector2i = Vector2i(8, 12) # cheap var world_pos: Vector2 = Vector2(grid_pos) * TILE_SIZE # convert at boundary
**PackedArray\* over generic Array** — `PackedInt32Array`, `PackedFloat32Array`, `PackedVector2Array`, etc. allocate contiguous memory and skip Variant boxing. Use them for buffers, vertex arrays, hot-loop accumulators.
var positions: PackedVector3Array = PackedVector3Array()
positions.resize(1000) # one allocation
for i in 1000:
positions[i] = Vector3(i, 0, 0)**Typed Dictionary access** — typed dicts (Godot 4.4+) validate key and value types on write and give the analyzer static types for reads (values are still stored as Variant):
var stats: Dictionary[String, int] = {}
stats["hp"] = 100 # type-checked; stats["hp"] is statically an int**`is_instance_valid` vs `null` check** — `is_instance_valid()` does an engine-side lookup; `!= null` is a pointer compare. Prefer `!= null` after `@onready` assignment; reserve `is_instance_valid()` for nodes that may be `queue_free`'d while a reference is held.
> Common pitfall: `_process` doing `if is_instance_valid(target)` for many targets every frame — each call is an object-database lookup; small per call, but it multiplies.
`Callable.bind`, `Callable.call`, `Callable.call_deferred` give you dynamic dispatch without `Object.call(name)` security risks.
**Binding arguments:**
var greeter: Callable = print_named.bind("Player")
greeter.call() # prints "Hello, Player"
func print_named(name: String) -> void:
print("Hello, %s" % name)**Deferred calls** — run at the end of the current frame (idle time), useful for cross-thread or signal-storm safety:
heavy_recompute.call_deferred()
**`Object.set` / `Object.get` / `Object.has_method`** — for truly dynamic code (script reloading, modding):
if obj.has_method("on_damaged"):
obj.call("on_damaged", 25)> **Security gotcha:** Never pass `obj.call(user_string, ...)` where `user_string` comes from save files, network, or mod content without an allowlist. `call("free")` lets the data delete the object. Match against a known set:
const ALLOWED_RPCS: PackedStringArray = ["take_damage", "apply_buff", "set_position"]
if user_method in ALLOWED_RPCS and obj.has_method(user_method):
obj.call(user_method, args)> See [references/metaprogramming-recipes.md](references/metaprogramming-recipes.md) for full Callable patterns and the modding security model.
`@tool` scripts run in the editor as well as in-game. Two failure modes dominate: 1. Editor-only logic accidentally runs at play time 2. In-game logic accidentally runs in the editor and crashes the editor
**The guard:**
@tool
extends Node
func _ready() -> void:
if Engine.is_editor_hint():
_setup_editor_preview()
else:
_setup_game_runtime()**Editor notifications** — use `_notification` for editor lifecycle events (`NOTIFICATION_EDITOR_PRE_SAVE`, `NOTIFICATION_EDITOR_POST_SAVE`):
func _notification(what: int) -> void:
if what == NOTIFICATION_EDITOR_PRE_SAVE:
_bake_preview()> Common pitfall: a `@tool` setter that calls `get_tree()` while the scene is loading. Exported values are set before the node enters the tree, so `get_tree()` returns `null` with an error — guard with `is_inside_tree()`.
> See [references/tool-script-recipes.md](references/tool-script-recipes.md) for full `@tool` patterns including editor preview, baking, and procedural mesh generation.
`await` suspends the function and hands control back to its caller until the signal fires. It has three trap shapes:
**Trap 1 — `await` in `_ready`** returns early, so the node reports ready before it is initialized:
# BAD: the first await returns control, so `ready` is emitted and the
Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter,…
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the…
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D,…
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion…
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay…
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.