Agent skill

Godot Signals Groups

by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl.

Apache-2.0Auto-check passedGame Development

Install Godot Signals Groups

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

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

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-signals-groups --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-signals-groups .claude/skills/godot-signals-groups && 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-signals-groups
GitHub stars
1.4k
Token cost
~1.3k tokens
SKILL.md length
417 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl.

  • Works in 4 steps: Emit upward, connect from the parent → Connect flags: one-shot and bind extra… → Groups: broadcast to many nodes → …
  • Wiring node communication in a Godot project
  • 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 Signals Groups is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

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/signal-patterns.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

  • Wiring node communication in a Godot project
  • Replacing tight references with signals
  • Emitting/connecting events
  • Porting 3.x connect(sig

Example prompts

  • “, self,”
  • “/godot-signals-groups”

Workflow steps

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

  1. Emit upward, connect from the parent
  2. Connect flags: one-shot and bind extra arguments
  3. Groups: broadcast to many nodes
  4. Await a signal inline

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 Signals Groups loads about 1.3k tokens when it runs, and up to ~2.1k if it reads all its reference files. Until then it costs about 102 tokens; SKILL.md has 417 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~102
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
~2.1k

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). 417 words, ~1,260 tokens.

Download SKILL.mdSave it as .claude/skills/godot-signals-groups/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
godot-signals-groups
description
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

Godot Signals & Groups (4.x)

Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets Godot 4.7.

When to use

  • Use when a node needs to tell others "something happened" (player died, item picked up, wave cleared) without holding direct references to them.
  • Use when you need to address a whole category of nodes at once ("pause all enemies", "save every checkpoint").

When not to use: raw signal syntax basics → godot-gdscript; scene structure and instancing → godot-nodes-scenes. For cross-scene global events, emit from an autoload (see godot-nodes-scenes).

Core workflow

  1. Decide the direction. A child/sub-scene should emit a signal upward; the parent connects to it. This keeps the child reusable and ignorant of who listens.
  2. Declare typed signals on the emitter; emit() them when the event occurs.
  3. Connect with a Callable (sig.connect(_on_sig)), optionally in the editor's Node dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.
  4. Use groups for broadcast: add nodes to a named group, then iterate get_tree().get_nodes_in_group(...) or call_group(...).
  5. Disconnect when needed (e.g. before freeing a long-lived listener) and check is_connected() to avoid duplicate connections.

Patterns

1. Emit upward, connect from the parent
gdscript
# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)

func _on_body_entered(body: Node) -> void:
    if body.is_in_group("player"):
        collected.emit(10)
        queue_free()
gdscript
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
    for coin in get_tree().get_nodes_in_group("coins"):
        coin.collected.connect(_on_coin_collected)

func _on_coin_collected(value: int) -> void:
    GameState.add_score(value)
2. Connect flags: one-shot and bind extra arguments
gdscript
func _ready() -> void:
    # Fire exactly once, then auto-disconnect.
    $Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
    # bind() appends arguments supplied at connect time (after the signal's own args).
    $RedButton.pressed.connect(_on_button.bind("red"))

func _on_button(color: String) -> void:
    print("Pressed the %s button" % color)
3. Groups: broadcast to many nodes
gdscript
func pause_all_enemies() -> void:
    # Call a method on every node in the "enemies" group (no-op if missing).
    get_tree().call_group("enemies", "set_paused", true)

func count_enemies() -> int:
    return get_tree().get_nodes_in_group("enemies").size()

Add a node to a group from code or via the editor's Node > Groups tab:

gdscript
func _ready() -> void:
    add_to_group("enemies")        # remove_from_group("enemies") to leave
4. Await a signal inline
gdscript
func open_chest() -> void:
    $AnimationPlayer.play("open")
    await $AnimationPlayer.animation_finished   # pause until it emits
    spawn_loot()
Show full SKILL.md (183 more words)Show less

Pitfalls

  • 3.x connect signature is gone. connect("died", self, "_on_died") → died.connect(_on_died). The target is implied by the Callable. The legacy Object.connect("died", Callable(self, "_on_died")) works but the method-name string form does not.
  • Duplicate connections fire handlers multiple times. Connecting again in _ready() after re-adding a node stacks callbacks. Guard with if not sig.is_connected(cb): sig.connect(cb).
  • Connecting to a freed node errors. Disconnect long-lived listeners, or rely on Godot auto-disconnecting when the connected object is freed (it does for nodes).
  • Groups are global to the SceneTree, not per-scene. Two levels using the same group name share membership. Namespace group names if that matters.
  • call_group silently ignores nodes lacking the method. Typos in the method name fail quietly — prefer a typed signal when the contract matters.
  • Signal args must match. Emitting with the wrong arg count/types raises an error; declare typed params and emit exactly those.

References

  • For connection flags, deferred connections, custom signal arguments, awaiting with timeouts, and signals vs. direct calls trade-offs, read references/signal-patterns.md.
  • godot-gdscript — signal/await syntax fundamentals.
  • godot-nodes-scenes — autoloads for global event buses.
  • game-ai — state machines that often drive and consume these events.

© 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-signals-groups of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/signal-patterns.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Godot Signals Groups 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 Signals Groups compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Signals Groups 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 Signals Groups

What does Godot Signals Groups do?

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. Godot Signals Groups is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl.

When should I use Godot Signals Groups?

Godot Signals Groups fits situations like: wiring node communication in a Godot project; replacing tight references with signals; emitting/connecting events; porting 3.x connect(sig.

How do I install Godot Signals Groups in Claude Code?

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

How do I install Godot Signals Groups in Codex?

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

Can I use Godot Signals Groups 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-signals-groups -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-signals-groups, .gemini/skills/godot-signals-groups, .github/skills/godot-signals-groups and .opencode/skills/godot-signals-groups in your project.

What does Godot Signals Groups need to run?

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

Does Godot Signals Groups 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 Signals Groups 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 Signals Groups use?

Godot Signals Groups 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 Signals Groups use?

About 1.3k tokens (SKILL.md is roughly 5k 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 876 tokens, read only when the agent opens those files.

What are the alternatives to Godot Signals Groups?

Skills that share tags, products or a category with Godot Signals Groups: 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 Signals Groups?

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.