godot-project-foundations
godot project foundations
SKILL.md
Full skill instructions
Project Foundations
Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.
Available Scripts
🏛️ Core Scaffolding (Stateful / Persistent)
Stateful managers and controllers that persist in the SceneTree or handle global lifecycle events.
- project_bootstrapper.gd: Auto-generates feature folders and .gitignore.
- runtime_configurator.gd: Applies high-performance profiles and saves
override.cfg. - managed_autoload.gd: Advanced Singleton pattern with
RefCounteddelegation. - global_event_bus.gd: Strongly-typed global Signal Bus for system decoupling.
- node_pooling_system.gd: Thread-safe Object Pool for high-frequency scene instantiation.
- async_resource_loader.gd: Threaded non-blocking scene loading with progress status.
🛠️ Runtime Utilities (Stateless / Lightweight)
Stateless helper scripts, static libraries, and custom data containers (Resource/RefCounted).
- base_data_resource.gd: Reactive Resource foundation using
emit_changed(). - advanced_telemetry_logger.gd: Custom OS-level
Loggerfor crash reporting. - threaded_task_worker.gd: Robust
WorkerThreadPoolimplementation. - action_buffer_input.gd: Foundational
_unhandled_inputbuffer. - build_metadata_provider.gd: Native extraction of version and build metadata.
Do NOT Load dependency_auditor.gd unless troubleshooting loading errors.
NEVER Do (Expert Anti-Patterns)
Global Architecture
- NEVER group by file type —
/scripts,/spritesfolders. Nightmare maintainability. Use feature-based:/player,/ui. - NEVER mix snake_case and PascalCase in files — Standard: snake_case for files, PascalCase for nodes.
- NEVER use hardcoded get_node() paths — Brittle on reparenting. Use
%SceneUniqueNamesfor stable references. - NEVER use monolithic Autoloads — Avoid managers that hold visual node references; keep singletons focused on pure data or RefCounted delegation.
Resource Management
- NEVER forget .gitignore — Committing
.godot/folder = 100MB+ bloat + conflicts. - NEVER skip .gdignore for raw assets — Design source files (
.psd,.blend) in root will be imported unless ignored. - NEVER modify globally shared Resources directly — Strictly call
duplicate(true)for unique instances with independent state.
Performance & Threading
- NEVER block the main thread with
load()— Strictly useResourceLoader.load_threaded_request()for async scene transitions. - NEVER modify the SceneTree from a background thread — Strictly use
call_deferred()for thread-to-main-thread synchronization. - NEVER skip Mutex locking during pooled access — Strictly ensure thread-safety when using a shared
WorkerThreadPoolor Object Pool. - NEVER use
_process()for precise input — Tied to visual framerate. Strictly use_unhandled_input()to capture exact, frame-independent events.
1. Naming Conventions
- Files & Folders: Always use
snake_case. (e.g.,player_controller.gd,main_menu.tscn).- Exception: C# scripts use
PascalCasefor class-match.
- Exception: C# scripts use
- Node Names: Always use
PascalCase(e.g.,PlayerSprite,CollisionShape2D). - Exported Variables: Use
snake_case. (e.g.,@export var max_health: int). The Inspector automatically converts this to Title Case ("Max Health"). - Internal / Private Members: Prepend a single underscore
_to variables and methods that are internal to the class. (e.g.,var _current_health,func _calculate_damage()). This also applies to virtual engine callbacks (e.g.,_ready,_process). - Signals: Use past-tense
snake_caseto represent events that have already occurred. (e.g.,signal health_changed,signal door_opened). - Unique Names: Use
%SceneUniqueNamesfor frequently accessed nodes to avoid brittleget_node()paths.
2. Feature-Based Organization
Instead of grouping by type (e.g., /scripts, /sprites), group by feature (the "What", not the "How").
Correct Structure:
/project.godot
/common/ # Global resources, themes, shared scripts
/entities/
/player/ # Everything related to player
player.tscn
player.gd
player_sprite.png
/enemy/
/ui/
/main_menu/
/levels/
/addons/ # Third-party plugins
3. Version Control
- Always include a
.gitignoretailored for Godot (ignoring.godot/folder and import artifacts). - Use
.gdignorein folders that Godot should not scan/import (e.g., raw design source files).
Godot 4.7: Foundations
- Asset Store replaces Asset Library for third-party content discovery.
- New projects use
canvas_items+expandstretch defaults — account for in UI layout tests.
Workflow: Scaffolding a New Project
When asked to "Setup a project" or "Start a new game":
- Initialize Root: Ensure
project.godotexists. - Create Core Folders:
entities/ui/levels/common/
- Setup Git: Create a comprehensive
.gitignore. - Documentation: Create a
README.mdexplaining the feature-based structure.
🔄 Migration Guide: Typed GDScript 2.0
Transitioning from untyped GDScript or C# to strictly-typed GDScript 2.0.
1. The Inference Operator (:=)
Use := when the type is obvious from the right-hand side.
- Good:
var pos := Vector2(10, 10) - Redundant:
var pos: Vector2 = Vector2(10, 10)
2. Typed Collections
Godot 4 introduces statically typed arrays and dictionaries.
- Array:
var enemies: Array[Enemy] = [] - Dictionary:
var spawn_rates: Dictionary[StringName, float] = {}
3. Explicit Return Types
Always specify the return type, even if it is void.
func take_damage(amount: int) -> void:
4. Safe Casting (as)
Use the as keyword to guarantee a type and get "safe lines" (green line numbers in the editor).
var timer := $Timer as Timer
5. Enforce Strictness
In Project Settings > Debug > GDScript, set Untyped Declaration to Warn or Error.
Expert Foundation Architectures
1. Scene Transition Manager (Threaded)
Avoid blocking the main thread during scene changes by using ResourceLoader.load_threaded_request(). This allows you to show an animated loading screen while the background thread parses the next level.
class_name SceneManager extends Node
## Autoload: Manages threaded scene transitions.
signal progress_updated(percent: float)
var _target_path: String = ""
func load_scene(path: String) -> void:
_target_path = path
if ResourceLoader.load_threaded_request(path) == OK:
set_process(true)
func _process(_delta: float) -> void:
var progress := []
var status := ResourceLoader.load_threaded_get_status(_target_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
progress_updated.emit(progress[0] * 100)
ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(_target_path) as PackedScene
get_tree().change_scene_to_packed(scene)
set_process(false)
2. Global Event Bus (Decoupled)
Maintain strict decoupling by using a global "Event Bus" Autoload. This allows distant systems (e.g., UI and Boss AI) to communicate without knowing each other's existence.
class_name EventBus extends Node
## Autoload: Central hub for global signals.
signal player_died
signal quest_completed(quest_id: String)
signal boss_phase_changed(new_phase: int)
# Usage (Publisher):
# EventBus.player_died.emit()
# Usage (Subscriber):
# EventBus.player_died.connect(_on_player_death)
3. Project Metadata (Resource-Based)
Centralize project info like versioning, build dates, and feature flags in a dedicated Resource. This is type-safe and more performant than parsing raw JSON/TXT files.
class_name ProjectMetadata extends Resource
## Data container for project-wide configuration.
@export var version: String = "1.0.0"
@export var build_date: String = "2026-04-30"
@export var debug_mode: bool = false
func save_metadata(path: String = "user://metadata.res") -> void:
ResourceSaver.save(self, path)
static func load_metadata(path: String = "user://metadata.res") -> ProjectMetadata:
if ResourceLoader.exists(path):
return ResourceLoader.load(path) as ProjectMetadata
return ProjectMetadata.new()
Reference
- Official Docs:
tutorials/best_practices/project_organization.rst - Official Docs:
tutorials/best_practices/scene_organization.rst
Related
- Master Skill: godot-master
