Event Bus
Use when implementing decoupled communication between nodes, global EventBus autoload...
Install
npx skills add jame581/GodotPrompter --skill event-bus -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- Category
- Engineering
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 2,790 tokens
- Runs scripts
- No, instructions only
What it does
Use when implementing decoupled communication between nodes, global EventBus autoload with typed signals
Event Bus in Godot 4.3+
A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: component-system for direct signal communication between components, csharp-signals for C#-specific signal patterns, dependency-injection for alternative decoupling approaches, ability-system for an EventBus usage example with ability events.
1. What is an Event Bus
An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.
Without EventBus With EventBus
────────────── ──────────────────────────
NodeA ──signal──► NodeB NodeA ──emit──► EventBus ──signal──► NodeB
──signal──► NodeC
──signal──► NodeD
Flow diagram
┌─────────┐ emit(player_died) ┌───────────┐ player_died ┌──────────┐
│ NodeA │ ────────────────────► │ EventBus │ ───────────────► │ NodeB │
│(Player) │ │(Autoload) │ │ (UI) │
└─────────┘ └───────────┘ ───────────────► └──────────┘
player_died ┌──────────┐
│ NodeC │
│(AudioMgr)│
└──────────┘
NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.
