Agent skill

Godot Code Review

by jame581 in jame581/GodotPrompter

A skill your agent uses when reviewing GDScript or C Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

MITAuto-check passedGame Development

Install Godot Code Review

skills CLI
$ npx skills add jame581/GodotPrompter --skill godot-code-review -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter godot-code-review --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-code-review .claude/skills/godot-code-review && 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-code-review
GitHub stars
799
Token cost
~3.7k tokens
SKILL.md length
600 words
Files
1
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when reviewing GDScript or C Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

  • Works in 9 steps: Node & Scene Architecture → GDScript Style → C# Style → …
  • Reviewing GDScript
  • SKILL.md covers 1. Node & Scene Architecture, 2. GDScript Style, 3. C# Style and 4. Performance, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Code Review is an agent skill from jame581/GodotPrompter. Use when reviewing GDScript or C Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Reviewing GDScript
  • C Godot code — checklist of best practices
  • Common anti-patterns
  • Godot-specific pitfalls

Example prompts

  • “/godot-code-review”

Workflow steps

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

  1. Node & Scene Architecture
  2. GDScript Style
  3. C# Style
  4. Performance
  5. Input Handling
  6. Signals & Communication
  7. Resource Management
  8. Error-Prone Patterns
  9. Review Output Format

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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 csharp and 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 Code Review loads about 3.7k tokens when it runs. Until then it costs about 36 tokens; SKILL.md has 600 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~36
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k

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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 600 words, ~3,677 tokens.

Download SKILL.mdSave it as .claude/skills/godot-code-review/SKILL.md (or your agent's skills folder).
name
godot-code-review
description
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

Godot Code Review

A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.

Related skills: godot-testing for TDD and test coverage, scene-organization for scene tree best practices, godot-optimization for performance review.


1. Node & Scene Architecture

  • Each scene has a single, clear responsibility (player, enemy, UI widget, etc.)
  • Inheritance chains are shallow — prefer composition via child nodes over deep extends hierarchies
  • Autoloads (singletons) are used sparingly; only truly global state belongs there
  • Node references traverse only to direct children — no get_parent() chains
  • @onready (GDScript) or GetNode<T>() (C#) targets direct children or named paths within the same scene
Anti-pattern — get_parent() chain
gdscript
# BAD: tight coupling, breaks if the tree changes
func take_damage(amount: int) -> void:
    get_parent().get_parent().get_node("HUD").update_health(health)
csharp
// BAD: tight coupling, breaks if the tree changes
public void TakeDamage(int amount)
{
    GetParent().GetParent().GetNode("HUD").Call("UpdateHealth", _health);
}
Fix — emit a signal instead
gdscript
# GOOD: parent/ancestor listens; child stays decoupled
signal health_changed(new_health: int)

func take_damage(amount: int) -> void:
    health -= amount
    health_changed.emit(health)
csharp
// GOOD: parent/ancestor listens; child stays decoupled
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);

public void TakeDamage(int amount)
{
    _health -= amount;
    EmitSignal(SignalName.HealthChanged, _health);
}

2. GDScript Style

  • Variables and functions use snake_case
  • Class names declared with class_name use PascalCase
  • Constants use SCREAMING_SNAKE_CASE
  • All function parameters and return types carry type hints
  • @export variables include an explicit type
  • Signal declarations appear at the top of the file, before variables
Bad — untyped
gdscript
var speed = 200
var health = 100

func move(direction):
    position += direction * speed

func heal(amount):
    health += amount
    return health
csharp
// BAD: no explicit types, weak contracts
float speed = 200;
int health = 100;

public void Move(object direction)
{
    Position += (Vector2)direction * speed;
}

public object Heal(object amount)
{
    health += (int)amount;
    return health;
}
Good — typed
gdscript
class_name PlayerController
extends CharacterBody2D

signal health_changed(new_health: int)
signal player_died()

const MAX_HEALTH: int = 100
const BASE_SPEED: float = 200.0

@export var speed: float = BASE_SPEED
@export var max_health: int = MAX_HEALTH

var health: int = max_health

func move(direction: Vector2) -> void:
    velocity = direction * speed
    move_and_slide()

func heal(amount: int) -> int:
    health = mini(health + amount, max_health)
    health_changed.emit(health)
    return health
csharp
// GOOD: strongly typed, proper C# conventions
public partial class PlayerController : CharacterBody2D
{
    [Signal]
    public delegate void HealthChangedEventHandler(int newHealth);
    [Signal]
    public delegate void PlayerDiedEventHandler();

    private const int MaxHealth = 100;
    private const float BaseSpeed = 200f;

    [Export] public float Speed { get; set; } = BaseSpeed;
    [Export] public int MaxHp { get; set; } = MaxHealth;

    private int _health;

    public override void _Ready()
    {
        _health = MaxHp;
    }

    public void Move(Vector2 direction)
    {
        Velocity = direction * Speed;
        MoveAndSlide();
    }

    public int Heal(int amount)
    {
        _health = Mathf.Min(_health + amount, MaxHp);
        EmitSignal(SignalName.HealthChanged, _health);
        return _health;
    }
}

3. C# Style

  • Node scripts use partial class to allow Godot source generators to work
  • Methods and properties use PascalCase; local variables use camelCase
  • [Export] properties use PascalCase
  • [Signal] delegates follow the <EventName>EventHandler naming pattern
  • GetNode<T>() results are null-checked or cached in _Ready() and validated
csharp
// GOOD
public partial class PlayerController : CharacterBody2D
{
    [Signal]
    public delegate void HealthChangedEventHandler(int newHealth);

    [Export] public float Speed { get; set; } = 200f;
    [Export] public int MaxHealth { get; set; } = 100;

    private int _health;
    private AnimationPlayer _animationPlayer = null!;

    public override void _Ready()
    {
        _animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
        // Validate at startup rather than silently failing later
        if (_animationPlayer is null)
            GD.PushError("AnimationPlayer node not found on PlayerController");

        _health = MaxHealth;
    }

    public void TakeDamage(int amount)
    {
        _health = Mathf.Max(_health - amount, 0);
        EmitSignal(SignalName.HealthChanged, _health);
    }
}

4. Performance

  • get_node() / $NodePath is never called inside _process() or _physics_process() — always cache with @onready
  • load() is not called in hot paths — use preload() for compile-time loading or cache the result
  • _process() is disabled (set_process(false)) when the node does not need per-frame updates
  • StringName (or &"string" literal) is used for comparisons inside _process() or tight loops
Anti-pattern — uncached node lookup in _process()
gdscript
# BAD: get_node() traverses the tree every frame
func _process(delta: float) -> void:
    get_node("HUD/HealthBar").value = health
    get_node("HUD/Label").text = str(health)
csharp
// BAD: GetNode() traverses the tree every frame
public override void _Process(double delta)
{
    GetNode<ProgressBar>("HUD/HealthBar").Value = _health;
    GetNode<Label>("HUD/Label").Text = _health.ToString();
}
Fix — cache with @onready
gdscript
# GOOD: resolved once at scene load
@onready var _health_bar: ProgressBar = $HUD/HealthBar
@onready var _health_label: Label = $HUD/Label

func _process(delta: float) -> void:
    _health_bar.value = health
    _health_label.text = str(health)
csharp
// GOOD: resolved once in _Ready()
private ProgressBar _healthBar = null!;
private Label _healthLabel = null!;

public override void _Ready()
{
    _healthBar = GetNode<ProgressBar>("HUD/HealthBar");
    _healthLabel = GetNode<Label>("HUD/Label");
}

public override void _Process(double delta)
{
    _healthBar.Value = _health;
    _healthLabel.Text = _health.ToString();
}
StringName in hot paths
gdscript
# BAD: new String allocation compared each frame
if animation_name == "run":
    pass

# GOOD: StringName literal, no allocation
if animation_name == &"run":
    pass
csharp
// BAD: allocates a new StringName each frame
if (animationName == "run") { }

// GOOD: cache StringName as a static field
private static readonly StringName RunAnim = new("run");

public override void _Process(double delta)
{
    if (animationName == RunAnim) { }
}

5. Input Handling

  • All actions use Input Map names (Project > Project Settings > Input Map), not hardcoded key constants
  • _unhandled_input() is preferred over _input() to allow UI controls to consume events first
  • Continuous movement is driven by Input.get_vector() / Input.is_action_pressed() inside _physics_process()
  • Discrete one-shot actions (jump, shoot) are handled in _unhandled_input()
gdscript
# Continuous movement — physics process
func _physics_process(delta: float) -> void:
    var direction: Vector2 = Input.get_vector(
        &"ui_left", &"ui_right", &"ui_up", &"ui_down"
    )
    velocity = direction * speed
    move_and_slide()

# Discrete action — unhandled input
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed(&"jump"):
        _jump()
csharp
// Continuous movement — physics process
public override void _PhysicsProcess(double delta)
{
    Vector2 direction = Input.GetVector(
        "ui_left", "ui_right", "ui_up", "ui_down"
    );
    Velocity = direction * Speed;
    MoveAndSlide();
}

// Discrete action — unhandled input
public override void _UnhandledInput(InputEvent @event)
{
    if (@event.IsActionPressed("jump"))
    {
        Jump();
    }
}

Show full SKILL.md (265 more words)Show less

6. Signals & Communication

  • Signals travel up the tree (child emits, parent/ancestor connects); method calls go down (parent calls child method)
  • Connections are established in _ready() or wired in the editor — not in _process() or one-off callbacks
  • There are no circular signal dependencies between nodes
  • Signal names use past tense to describe what happened
gdscript
# Good signal names
signal health_changed(new_health: int)   # past tense
signal enemy_died()                       # past tense
signal item_collected(item: ItemData)     # past tense

# Bad signal names (present/imperative tense)
# signal update_health(value: int)
# signal die()
# signal collect_item(item: ItemData)
csharp
// Good signal names — past tense, EventHandler suffix
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void EnemyDiedEventHandler();
[Signal]
public delegate void ItemCollectedEventHandler(ItemData item);

// Bad signal names (present/imperative tense)
// public delegate void UpdateHealthEventHandler(int value);
// public delegate void DieEventHandler();
// public delegate void CollectItemEventHandler(ItemData item);
gdscript
# Parent connects to child signal in _ready()
func _ready() -> void:
    $Enemy.enemy_died.connect(_on_enemy_died)
    $Player.health_changed.connect(_on_player_health_changed)
csharp
// Parent connects to child signal in _Ready()
public override void _Ready()
{
    GetNode<Enemy>("Enemy").EnemyDied += OnEnemyDied;
    GetNode<Player>("Player").HealthChanged += OnPlayerHealthChanged;
}

7. Resource Management

  • preload() is used for resources known at edit time (scenes, textures, audio); load() is used for paths resolved at runtime
  • Large or level-specific resources loaded at runtime use ResourceLoader.load_threaded_request() to avoid frame stalls
  • Dynamically instantiated nodes are freed with queue_free(), not free(), to avoid use-after-free crashes
gdscript
# Compile-time — path is validated by the editor
const BULLET_SCENE: PackedScene = preload("res://scenes/bullet.tscn")

# Runtime — path comes from data
func _load_level(path: String) -> void:
    ResourceLoader.load_threaded_request(path)

func _check_load(path: String) -> void:
    if ResourceLoader.load_threaded_get_status(path) == ResourceLoader.THREAD_LOAD_LOADED:
        var scene: PackedScene = ResourceLoader.load_threaded_get(path)
        get_tree().change_scene_to_packed(scene)

# Cleanup
func _on_enemy_died() -> void:
    queue_free()   # safe — deferred until end of frame
csharp
// Compile-time equivalent — load once in a static field or _Ready()
private static readonly PackedScene BulletScene =
    GD.Load<PackedScene>("res://scenes/bullet.tscn");

// Runtime — path comes from data
private void LoadLevel(string path)
{
    ResourceLoader.LoadThreadedRequest(path);
}

private void CheckLoad(string path)
{
    if (ResourceLoader.LoadThreadedGetStatus(path) == ResourceLoader.ThreadLoadStatus.Loaded)
    {
        var scene = ResourceLoader.LoadThreadedGet(path) as PackedScene;
        GetTree().ChangeSceneToPacked(scene);
    }
}

// Cleanup
private void OnEnemyDied()
{
    QueueFree(); // safe — deferred until end of frame
}

8. Error-Prone Patterns

PatternProblemFix
await get_tree().create_timer(t).timeout after queue_free() (GDScript)The freed node's coroutine is dropped silently: no error, and nothing after the await runs, so is_instance_valid(self) there never firesDo must-run work before queue_free(); re-check other nodes with is_instance_valid() after await; use create_tween() for effects that should die with the node
Fragile node paths like $A/B/C/D/EBreaks silently when the scene tree is reorganizedRefactor to direct children + signals, or export a NodePath
call_deferred() used everywhereDefers are appropriate for cross-frame safety, not a general solution; overuse hides real design issuesOnly defer when crossing physics/main thread boundaries or breaking a call cycle
set_physics_process(true) called inside _physics_process()Redundant call every frame; wastes CPUCall once at the point you actually want to enable/disable processing
Directly setting position on a CharacterBody2DBypasses collision; teleports the body and can cause tunnellingUse move_and_slide() with velocity; only set position/global_position for intentional teleports

9. Review Output Format

Use this template when delivering a review:

## Code Review — <FileName or Feature>

### Critical
Issues that will cause bugs, crashes, or significant performance problems.

- [ ] <node/line> — <issue> — **Suggested fix:** <fix>

### Improvements
Code quality, style, or maintainability concerns that should be addressed.

- [ ] <node/line> — <issue> — **Suggested fix:** <fix>

### Positive
What the code does well — reinforce good patterns.

- <observation>

---
Reviewed against: Godot 4.3+ best practices
Example
## Code Review — PlayerController.gd

### Critical
- [ ] _process() line 42 — `get_node("HUD/HealthBar")` called every frame — **Suggested fix:** Cache with `@onready var _health_bar: ProgressBar = $HUD/HealthBar`
- [ ] take_damage() line 67 — no type hints on parameter or return — **Suggested fix:** `func take_damage(amount: int) -> void:`

### Improvements
- [ ] Line 12 — signal `updateHealth` should be past tense — **Suggested fix:** Rename to `health_changed`
- [ ] Line 8 — `var speed = 200` missing type hint — **Suggested fix:** `var speed: float = 200.0`

### Positive
- Signals are declared at the top of the file
- Constants correctly use SCREAMING_SNAKE_CASE
- `queue_free()` used correctly for cleanup

---
Reviewed against: Godot 4.3+ best practices

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/godot-code-review of jame581/GodotPrompter.

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Godot Code Review 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.

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Works with

Questions about Godot Code Review

What does Godot Code Review do?

A skill your agent uses when reviewing GDScript or C Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls. Godot Code Review is an agent skill from jame581/GodotPrompter.

When should I use Godot Code Review?

Godot Code Review fits situations like: reviewing GDScript; C Godot code — checklist of best practices; common anti-patterns; godot-specific pitfalls.

How do I install Godot Code Review in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill godot-code-review -a claude-code`. Or copy the skill folder (skills/godot-code-review in jame581/GodotPrompter) into .claude/skills/godot-code-review in your project. Claude Code loads it when a task matches its description.

How do I install Godot Code Review in Codex?

Run `npx skills add jame581/GodotPrompter --skill godot-code-review -a codex`. Or copy the skill folder (skills/godot-code-review in jame581/GodotPrompter) into .agents/skills/godot-code-review in your project. Codex loads it when a task matches its description.

Can I use Godot Code Review 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 jame581/GodotPrompter --skill godot-code-review -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-code-review, .gemini/skills/godot-code-review, .github/skills/godot-code-review and .opencode/skills/godot-code-review in your project.

What does Godot Code Review need to run?

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

Does Godot Code Review 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 Code Review 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 Code Review use?

Godot Code Review is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Code Review use?

About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

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Who maintains Godot Code Review?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.