xiaohongshu
xiaohongshu
godot-organize-scripts
Use when Godot project has scripts scattered without clear organization. Detects scripts and organizes them by category (characters, enemies, components, managers, utilities). Creates clear structure showing architectural layers and relationships. Preserves all references and class_name declarati...
Full skill instructions
Scripts organized by architectural layer and responsibility. Code structure reveals design.
Finds script directories like:
scripts/
├── player.gd
├── enemy.gd
├── health_component.gd
├── game_manager.gd
├── utility.gd
├── inventory.gd
├── ui_manager.gd
└── ... (50 more scripts)
Transforms to:
scripts/
├── characters/
│ ├── player.gd
│ └── character_base.gd
├── enemies/
│ ├── enemy.gd
│ ├── goblin.gd
│ └── enemy_ai.gd
├── components/
│ ├── health_component.gd
│ ├── movement_component.gd
│ └── combat_component.gd
├── managers/
│ ├── game_manager.gd
│ ├── ui_manager.gd
│ └── audio_manager.gd
├── systems/
│ └── inventory.gd
└── utility/
├── math_helper.gd
└── constants.gd
Identifies:
Scripts have multiplied and organization is lost.
Want folder structure to reflect design.
New developers need to navigate code quickly.
Clean organization makes refactoring safer.
Scripts for player and NPCs.
characters/
├── player.gd
├── npc.gd
├── character_base.gd
└── character_state_machine.gd
Scripts for enemy entities and AI.
enemies/
├── enemy_base.gd
├── goblin.gd
├── orc.gd
├── ai/
│ ├── enemy_ai.gd
│ ├── patrol_ai.gd
│ └── chase_ai.gd
└── behaviors/
├── attack_behavior.gd
└── flee_behavior.gd
Reusable component scripts.
components/
├── health_component.gd
├── movement_component.gd
├── combat_component.gd
├── inventory_component.gd
└── hitbox_component.gd
Singleton-style manager scripts.
managers/
├── game_manager.gd
├── audio_manager.gd
├── scene_manager.gd
├── save_manager.gd
└── input_manager.gd
Game systems (inventory, quests, dialog).
systems/
├── inventory_system.gd
├── quest_system.gd
├── dialog_system.gd
└── crafting_system.gd
UI-specific scripts.
ui/
├── main_menu.gd
├── pause_menu.gd
├── hud.gd
├── inventory_ui.gd
└── widgets/
├── health_bar.gd
└── button_hover.gd
Helper and utility scripts.
utility/
├── constants.gd
├── math_helper.gd
├── vector_utils.gd
└── debug_draw.gd
Custom Resource class definitions.
resources/
├── item_data.gd
├── enemy_stats.gd
├── ability_definition.gd
└── level_config.gd
Detects relationships:
Maintains cohesion:
# Before
const EnemyScene = preload("res://enemy.gd")
# After
const EnemyScene = preload("res://scripts/enemies/enemy.gd")
# Before
extends "res://character_base.gd"
# After
extends "res://scripts/characters/character_base.gd"
# Before
[ext_resource path="res://player.gd" type="Script"]
# After
[ext_resource path="res://scripts/characters/player.gd" type="Script"]
Works with:
Don't reorganize if:
Optional: Rename during organization
PlayerController.gd → player_controller.gd (snake_case)EnemyAI.gd → enemy_ai.gdGodot convention prefers snake_case for file names.
Typical hierarchy:
Organization reflects dependency direction (utilities depend on nothing, entities depend on everything).
| Before | After |
|---|---|
player.gd in scripts/ | scripts/characters/player.gd |
enemy_ai.gd in scripts/ | scripts/enemies/ai/enemy_ai.gd |
health_component.gd mixed | scripts/components/health_component.gd |
game_manager.gd in root | scripts/managers/game_manager.gd |
utils.gd scattered | scripts/utility/math_helper.gd |
Can be customized for:
Defaults follow Godot component-based architecture patterns.
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