xiaohongshu
xiaohongshu
godot-extract-to-scenes
Use when building Godot features and your code creates nodes with .new() instead of using scenes. Detects Timer.new(), Area2D.new(), Sprite2D.new() and other code-created objects. Automatically generates .tscn scene files, updates parent scripts with @onready references, and creates reusable comp...
Full skill instructions
Every node should be a scene. Code-created objects with .new() should be rare exceptions for truly dynamic content.
Finds patterns like:
var timer = Timer.new()
timer.wait_time = 2.0
timer.one_shot = true
add_child(timer)
Transforms to:
@onready var timer: Timer = $Timer
# Timer is now a scene node, configured in editor
Scans for:
Timer.new()Area2D.new(), CollisionShape2D.new()Sprite2D.new(), AnimatedSprite2D.new()AudioStreamPlayer.new(), AudioStreamPlayer2D.new()Control.new(), Label.new(), Button.new()Node*.new() patternYour code creates objects dynamically that should actually be scenes.
Old code has .new() calls that make nodes invisible in editor.
You want to configure properties in the Godot editor, not in code.
.new() patterns in .gd filesBefore:
# player.gd
func _ready():
var hitbox = Area2D.new()
hitbox.name = "Hitbox"
var collision = CollisionShape2D.new()
var shape = RectangleShape2D.new()
shape.size = Vector2(32, 48)
collision.shape = shape
hitbox.add_child(collision)
add_child(hitbox)
After:
# player.gd
@onready var hitbox: Area2D = $Hitbox
# Hitbox is now configured as scene node in player.tscn
Generated File:
# components/hitbox_component.tscn
[gd_scene load_steps=2 format=3]
[sub_resource type="RectangleShape2D" id="1"]
size = Vector2(32, 48)
[node name="Hitbox" type="Area2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("1")
components/ directorySkips intentional dynamic creation:
Focuses on static objects:
Works with:
Don't extract if:
These are legitimate uses of .new() and should remain as code.
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