Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (ready/process/physicsprocess), @export/@onready/@tool annotations, signals, and await for asynchronous flow.

Apache-2.0Auto-check passedGame Development

Install Godot Gdscript

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-gdscript --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot/godot-gdscript .claude/skills/godot-gdscript && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-gdscript
GitHub stars
1.4k
Token cost
~1.3k tokens
SKILL.md length
413 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (ready/process/physicsprocess), @export/@onready/@tool annotations, signals, and await for asynchronous flow.

  • Works in 4 steps: A typed script with lifecycle, @export,… → Signals: declare, emit, connect (4.x… → await — pause until a timer or signal… → …
  • Editing .gd scripts in a Godot project (project.godot)
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Gdscript is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (ready/process/physicsprocess), @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).

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/annotations-and-typing.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Editing .gd scripts in a Godot project (project.godot)
  • Debugging GDScript
  • Porting 3.x GDScript to 4.x (function signatures
  • Export to @export)

Example prompts

  • “/godot-gdscript”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. A typed script with lifecycle, @export, and @onready
  2. Signals: declare, emit, connect (4.x Callable syntax)
  3. await — pause until a timer or signal fires (replaces 3.x yield)
  4. Lambdas, typed arrays, and safe access

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Gdscript loads about 1.3k tokens when it runs, and up to ~2.2k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 413 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 413 words, ~1,316 tokens.

Download SKILL.mdSave it as .claude/skills/godot-gdscript/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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).

Godot GDScript (4.x)

Write correct, statically typed GDScript and use the node lifecycle and signal system the way the engine intends. Targets Godot 4.7 (GDScript 2.0).

When to use

  • Use when writing or fixing .gd files: declaring variables, functions, classes, using @export/@onready, connecting signals, or awaiting coroutines/signals.
  • Use when porting Godot 3.x scripts to 4.x and the script no longer parses.

When not to use: scene/node structure and instancing questions → godot-nodes-scenes; signal architecture/decoupling patterns → godot-signals-groups; using C# instead of GDScript → godot-csharp.

Core workflow

  1. Type everything you can. GDScript 2.0 supports static types (var hp: int = 10, func add(a: int, b: int) -> int:). Types catch errors at parse time and speed up the VM. Use := for inferred types.
  2. Use the lifecycle callbacks for their purpose: _ready() once when the node and its children enter the tree; _process(delta) every rendered frame; _physics_process(delta) on the fixed physics tick (use it for movement/physics).
  3. Grab node references with @onready, not in _init() — children do not exist until the node enters the tree.
  4. Expose tunables with @export so designers edit them in the Inspector.
  5. React to events with signals + await, not polling, where it reads cleanly.
  6. Run and read errors. The Debugger panel prints typed errors with line numbers; fix the first error first (later ones are often cascades).

Patterns

1. A typed script with lifecycle, @export, and @onready
gdscript
extends Node2D
class_name Spinner            # registers a global type usable in other scripts

@export var speed: float = 90.0          # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree

func _ready() -> void:
    # Runs once, after children are ready. Safe to touch $Sprite2D here.
    sprite.modulate = Color.AQUA

func _process(delta: float) -> void:
    # delta is seconds since last frame; multiply rates by it for FPS independence.
    rotation_degrees += speed * delta
2. Signals: declare, emit, connect (4.x Callable syntax)
gdscript
extends Node

signal health_changed(current: int, maximum: int)   # typed signal params

var health := 100

func take_damage(amount: int) -> void:
    health = max(health - amount, 0)
    health_changed.emit(health, 100)     # 4.x: emit as a method on the signal

func _ready() -> void:
    # 4.x: connect with a Callable, not a string method name.
    health_changed.connect(_on_health_changed)

func _on_health_changed(current: int, maximum: int) -> void:
    print("HP: %d/%d" % [current, maximum])
3. await — pause until a timer or signal fires (replaces 3.x yield)
gdscript
func flash_then_continue() -> void:
    modulate = Color.RED
    await get_tree().create_timer(0.2).timeout   # resume after 0.2s
    modulate = Color.WHITE
    # await any signal: var result = await some_node.some_signal
Show full SKILL.md (164 more words)Show less
4. Lambdas, typed arrays, and safe access
gdscript
var enemies: Array[Node] = []                    # typed array

func cull_dead() -> void:
    enemies = enemies.filter(func(e): return e.is_inside_tree())

func get_first_name(d: Dictionary) -> String:
    return d.get("name", "unknown")              # default avoids missing-key errors

Pitfalls

  • 3.x → 4.x signal API changed. emit_signal("x") still works but prefer x.emit(...); connect("x", self, "_on_x") is gone — use x.connect(_on_x) with a Callable. yield(obj, "sig") is now await obj.sig.
  • export var is now @export var (annotation). Likewise onready→@onready, tool→@tool, remote/master RPC keywords → the @rpc(...) annotation.
  • @onready and $NodePath in _init() fail — the node isn't in the tree yet. Initialize node references in _ready() or with @onready.
  • Integer division truncates. 5 / 2 == 2. Use 5.0 / 2 or cast to float.
  • _process vs _physics_process. Put move_and_slide() and physics in _physics_process(delta); using _process makes motion frame-rate dependent.
  • class_name must be unique project-wide and is required to use the type name in other scripts or as an Inspector type.

References

  • For the full annotation list, advanced typing, and style conventions, read references/annotations-and-typing.md.
  • godot-nodes-scenes — the scene tree, instancing, and autoloads.
  • godot-signals-groups — event-driven architecture with signals and groups.
  • godot-resources — data-driven design with custom Resource types.
  • godot-csharp — the same engine concepts using C#/.NET.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/godot/godot-gdscript of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/annotations-and-typing.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Godot Gdscript next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Gdscript compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Gdscript this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.3kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Gdscript

What does Godot Gdscript do?

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (ready/process/physicsprocess), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Godot Gdscript is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.7: static typing, the node lifecycle (ready/process/physicsprocess), @export/@onready/@tool annotations, signals, and await for asynchronous flow.

When should I use Godot Gdscript?

Godot Gdscript fits situations like: editing .gd scripts in a Godot project (project.godot); debugging GDScript; porting 3.x GDScript to 4.x (function signatures; export to @export).

How do I install Godot Gdscript in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript -a claude-code`. Or copy the skill folder (skills/godot/godot-gdscript in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/godot-gdscript in your project. Claude Code loads it when a task matches its description.

How do I install Godot Gdscript in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript -a codex`. Or copy the skill folder (skills/godot/godot-gdscript in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/godot-gdscript in your project. Codex loads it when a task matches its description.

Can I use Godot Gdscript in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-gdscript, .gemini/skills/godot-gdscript, .github/skills/godot-gdscript and .opencode/skills/godot-gdscript in your project.

What does Godot Gdscript need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Gdscript is instructions for the agent only.

Does Godot Gdscript access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Gdscript safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Gdscript use?

Godot Gdscript is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Gdscript use?

About 1.3k tokens (SKILL.md is roughly 5.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 839 tokens, read only when the agent opens those files.

What are the alternatives to Godot Gdscript?

Skills that share tags, products or a category with Godot Gdscript: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Gdscript?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.