
Godot Gdscript
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Testing
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Lightabout 1,316 tokens
- Runs scripts
- No, instructions only
What it does
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal system the way the engine intends. Targets Godot 4.7 (GDScript 2.0).
When to use
- Use when writing or fixing
.gdfiles: declaring variables, functions, classes, using@export/@onready, connecting signals, or awaiting coroutines/signals. - Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
When not to use: scene/node structure and instancing questions →
godot-nodes-scenes; signal architecture/decoupling patterns →
godot-signals-groups; using C# instead of GDScript → godot-csharp.
Core workflow
- Type everything you can. GDScript 2.0 supports static types
(
var hp: int = 10,func add(a: int, b: int) -> int:). Types catch errors at parse time and speed up the VM. Use:=for inferred types. - Use the lifecycle callbacks for their purpose:
_ready()once when the node and its children enter the tree;_process(delta)every rendered frame;_physics_process(delta)on the fixed physics tick (use it for movement/physics). - Grab node references with
@onready, not in_init(), children do not exist until the node enters the tree. - Expose tunables with
@exportso designers edit them in the Inspector. - React to events with signals +
await, not polling, where it reads cleanly. - Run and read errors. The Debugger panel prints typed errors with line numbers; fix the first error first (later ones are often cascades).
Patterns
1. A typed script with lifecycle, @export, and @onready
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree


