Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-gdscript-masteryAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
GDScript Mastery
Expert guidance for writing performant, maintainable GDScript — Godot-landmine decision trees, not a style-guide reprint.
Do NOT Load
- Do not load this skill for general prose style or Godot engine version upgrades (3→4 / 4.x hops) — those live in godot-version-migration (plus official upgrading guides via that hub).
- Do not preload every script below; open only the MANDATORY pointer for the Core Directive you are implementing.
- Do not treat EditorScript utilities (
type_checker,performance_analyzer,signal_architecture_validator) as runtime gameplay code.
NEVER Do in GDScript
- NEVER use `@onready` and `@export` on the same variable — Initialization order will cause
@onreadyto overwrite the Inspector value. - NEVER modify a Dictionary's size while iterating it — Use
dict.keys().duplicate()or iterate a clone to safely erase elements. - NEVER use string-based `connect("signal", ...)` — Always use the Signal object syntax (
button.pressed.connect(...)) for compile-time safety. - NEVER attempt to override non-virtual native engine methods — Overriding
queue_free()orget_class()is unsupported and will be ignored by engine callbacks. - NEVER use dynamic `get_node()` or `$` inside `_process()` — Fetching paths every frame stalls the CPU. Cache and use
@onready. - NEVER use `Parent.method()` calls — Violates "Signal Up, Call Down". Use signals to communicate with parents.
- NEVER use `is` followed by a hard cast — If the type check passes but the object changes, it crashes. Use
asand check for null. - NEVER use `print()` for production debugging — Use
push_error(),push_warning(), or breakpoints. - NEVER pre-load huge resources in `_ready()` — Use
ResourceLoader.load_threaded_request()for async loading. - NEVER use global variables in Autoloads when `static var` is sufficient — Static variables offer better encapsulation.
Core Directives (decision trees + MANDATORY scripts)
1. Strong Typing & Performance
| Landmine | Decision |
|---|---|
Hot path still Variant? | Annotate vars/returns; prefer typed collections |
Generic math in _process? | Use typed helpers (absf, ceili, clampf) |
| Green safe-lines missing? | Fix inference with := or explicit types |
MANDATORY: typed_collections_mastery.gd, array_preallocation_perf.gd, type_checker.gd (EditorScript audit).
2. Signal Architecture
| Landmine | Decision |
|---|---|
| Child needs parent reaction? | Emit signal up — never call parent methods |
| Cross-script payload unsafe? | Typed signal name(arg: Type) |
| Connect visibility? | Prefer _ready() connects over invisible editor-only wiring |
MANDATORY: typed_signal_definitions.gd, signal_architecture_validator.gd.
3. Node Access & Lifecycle Safety
| Landmine | Decision |
|---|---|
| Need child nodes? | @onready / %UniqueName — never in _init() |
| Scene-instanced node with ctor args? | Use @export injection — _init(args) breaks PackedScene.instantiate() |
| Path lookup every frame? | Cache once; never $ / get_node in _process |
MANDATORY: safe_type_casting.gd.
4. Callable & Signal (First-Class)
| Landmine | Decision |
|---|---|
| Extra context on callback? | Callable.bind(...) |
| Discard unused signal args? | Callable.unbind(n) |
| One-off timeout logic? | Inline lambda OK; keep refs if create_callback-style longevity matters |
MANDATORY: callable_binding_context.gd, unbind_signal_args.gd, advanced_lambdas.gd, functional_lambda_logic.gd.
5. Async, Statics & Safe Collections
| Landmine | Decision |
|---|---|
| Sequence timers without threads? | await chains — see await manager |
| Global state without Autoload bloat? | static var (+ nullify large statics when done) |
| Erase while iterating Dictionary? | Clone keys first |
MANDATORY: await_sequence_manager.gd, static_var_singleton_alt.gd, dictionary_safe_iteration.gd, performance_analyzer.gd (EditorScript).
Script Catalog (all files)
| Script | When to open |
|---|---|
| typed_collections_mastery.gd | Typed Array/Dictionary opcodes |
| functional_lambda_logic.gd | reduce / all / any |
| advanced_lambdas.gd | Higher-order Callables |
| safe_type_casting.gd | as + null checks |
| typed_signal_definitions.gd | Typed signal boundaries |
| callable_binding_context.gd | bind() context injection |
| unbind_signal_args.gd | unbind() arity trim |
| await_sequence_manager.gd | Non-blocking await flows |
| array_preallocation_perf.gd | resize() pre-alloc |
| static_var_singleton_alt.gd | Lightweight global state |
| dictionary_safe_iteration.gd | Safe erase-while-iterate |
| type_checker.gd | EditorScript typing audit |
| performance_analyzer.gd | EditorScript hot-path scan |
| signal_architecture_validator.gd | EditorScript signal-up checks |
Quick Landmines
- Prefer
dict.get("key", default)overdict["key"]when presence is uncertain. - Toggle Access as Scene Unique Name and read via
%Namefor critical UI/nodes. - Script layout order:
extends→class_name→ signals/enums/consts → exports/onready → lifecycle → public →_private.
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
- gdscript-core-directives.md — restored baseline pedagogy (architecture, WHY, implementation depth)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- GDScript basics — Language core for typed vars/funcs,
signaldeclarations,await, and first-class Callables this skill standardizes. - GDScript style guide — Canonical script order (
extends→class_name→ signals → exports → lifecycle → methods) used in reviews and refactoring. - Static typing in GDScript — Why typed Arrays/Dictionaries and return types unlock optimized opcodes and editor safe-lines.
- GDScript: An introduction to dynamic languages — Lambdas, higher-order Callables, and advanced patterns behind filter/map/reduce helpers.
- GDScript warning system — Turn unsafe casts, unused signals, and untyped hot paths into CI-visible warnings.
- Logic preferences — When to prefer declarative signals vs imperative calls so scripts stay decoupled.
- Scene organization — Official “signal up, call down” ownership rules this skill enforces.
- Using signals — Connect/emit model and why string-based connect-by-name is avoided.
- Callable —
bind()/unbind()APIs for injecting or discarding callback arguments without wrapper nodes. - Array — Typed arrays,
resize(), and functional methods (filter/map/reduce/all/any) used in the scripts. - Dictionary — Safe
.get()defaults and why size must not change while iterating keys. - CPU optimization — Cache
@onready/%UniqueNameinstead ofget_node/$inside_processloops.
Related Skills
Prerequisites
- godot-project-foundations — Project layout, Autoload registration, and scene ownership conventions that typed GDScript scripts plug into.
- godot-composition — Component boundaries clarify which scripts own signals vs call-down APIs before style enforcement.
Complements
- godot-version-migration — Engine version upgrades (3→4 language breaks, 4.x hops); this skill stays on current GDScript 2.0 idioms.
- godot-signal-architecture — Deepens connect flags, buses, and sequencers after this skill’s typed signal/Callable basics.
- godot-autoload-architecture — Contrasts heavy Autoloads with the
static varsingleton alternatives shown here. - godot-resource-data-patterns — Prefer Resources for shared config; keep GDScript modules thin and typed around Resource payloads.
- godot-scene-management —
@onready, unique names, and await sequences must stay valid across scene swaps and loaders. - godot-testing-patterns — Typed signals and Callables make
watch_signals/ spies reliable in unit tests. - godot-debugging-profiling — Pair style/perf smells from this skill with profiler and custom monitors when hot paths remain slow.
- godot-state-machine-advanced — FSM enter/exit handlers should follow the same typed-signal and await sequencing conventions.
Downstream / consumers
- godot-performance-optimization — Escalate when typed GDScript alone is not enough; servers, pooling, and broader CPU/GPU tactics live there.
- godot-auditor — Project-wide audits consume the typing, signal-up, and hot-path rules codified in this skill.
- godot-ability-system — Abilities need typed signal payloads and await-safe cooldowns grounded in these language patterns.
- godot-combat-system — Damage/death fan-out depends on typed emits and safe casts taught here.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting scripting concern.


