thedivergentai/gd-agentic-skills

godot-project-foundations

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control).

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-project-foundations

Summary

  • Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control).
  • Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices.
  • Use when starting new projects or refactoring structure.
  • Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
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GitHub Copilot Not declared
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Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 12,307 B
  • docs SUMMARY.md 409 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 341 installs

SKILL.md

Project Foundations

Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.

Available Scripts

Core Scaffolding (Stateful / Persistent)

  • [projectbootstrapper.gd](scripts/projectbootstrapper.gd): Auto-generates feature folders and .gitignore.
  • [runtimeconfigurator.gd](scripts/runtimeconfigurator.gd): Applies high-performance profiles and saves override.cfg.
  • [managedautoload.gd](scripts/managedautoload.gd): Advanced Singleton pattern with RefCounted delegation.
  • [globaleventbus.gd](scripts/globaleventbus.gd): MANDATORY for decoupled global signals — do not re-inline EventBus samples in chat.
  • [nodepoolingsystem.gd](scripts/nodepoolingsystem.gd): Thread-safe Object Pool for high-frequency scene instantiation.
  • [asyncresourceloader.gd](scripts/asyncresourceloader.gd): MANDATORY for threaded scene transitions — do not re-inline SceneManager samples.

Runtime Utilities (Stateless / Lightweight)

  • [basedataresource.gd](scripts/basedataresource.gd): Reactive Resource foundation using emit_changed().
  • [advancedtelemetrylogger.gd](scripts/advancedtelemetrylogger.gd): Custom OS-level Logger for crash reporting.
  • [threadedtaskworker.gd](scripts/threadedtaskworker.gd): Robust WorkerThreadPool implementation.
  • [actionbufferinput.gd](scripts/actionbufferinput.gd): Foundational unhandledinput buffer.
  • [buildmetadataprovider.gd](scripts/buildmetadataprovider.gd): Native extraction of version and build metadata.
  • [featurescaffolder.gd](scripts/featurescaffolder.gd) / [scenenamingvalidator.gd](scripts/scenenamingvalidator.gd): Feature folder + naming gates.

Do NOT Load dependency_auditor.gd unless troubleshooting loading errors.

NEVER Do (Expert Anti-Patterns)

Global Architecture

  • NEVER group by file type/scripts, /sprites folders. Nightmare maintainability. Use feature-based: /player, /ui.
  • NEVER mix snakecase and PascalCase in files — Standard: snakecase for files, PascalCase for nodes.
  • NEVER use hardcoded get_node() paths — Brittle on reparenting. Use %SceneUniqueNames for 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 use ResourceLoader.loadthreadedrequest() 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 WorkerThreadPool or Object Pool.
  • NEVER use process() for precise input — Tied to visual framerate. Strictly use unhandled_input() to capture exact, frame-independent events.

Ownership decision tree

Need Prefer Avoid
Everything for one feature (player, HUD panel) Feature folder scene module Type folders (/scripts, /sprites)
Cross-scene service with lifecycle (save, audio bus) Autoload via managed_autoload.gd Stuffing UI nodes into singletons
Many publishers/subscribers, no ownership EventBusMANDATORY globaleventbus.gd Autoload that imports half the game
One scene's private wiring Scene-local node + %UniqueName Global bus for parent→child calls

1. Naming Conventions

  • Files & Folders: snake_case (C# exception: PascalCase class-match).
  • Node Names: PascalCase.
  • Exports: snake_case; Inspector Title-Cases them.
  • Private: leading on members and virtuals (ready, _process).
  • Signals: past-tense snakecase (healthchanged).
  • Unique Names: %SceneUniqueNames over brittle get_node() paths.

2. Feature-Based Organization

Group by feature (/entities/player, /ui/main_menu), not by file type. Keep /common, /levels, /addons.

3. Version Control

Godot-aware .gitignore (ignore .godot/) + .gdignore on raw design sources.

Workflow: Scaffolding a New Project

  1. Ensure project.godot exists → run project_bootstrapper.gd / create entities/, ui/, levels/, common/.
  2. Setup Git .gitignore + document feature-based layout in README.md.
  3. Register lean Autoloads only after the ownership decision tree says so.

Typed GDScript strictness (foundations-only)

Full typed-GDScript migration lives in godot-gdscript-mastery. For new foundations projects: Project Settings → Debug → GDScript → Untyped Declaration = Warn or Error.

Expert Foundation Architectures

Scene transitions

MANDATORY load [asyncresourceloader.gd](scripts/asyncresourceloader.gd) — threaded ResourceLoader with progress. Do not paste SceneManager samples here.

Global Event Bus

MANDATORY load [globaleventbus.gd](scripts/globaleventbus.gd) for typed global signals. Do not paste EventBus samples here.

Project Metadata

Use [buildmetadataprovider.gd](scripts/buildmetadataprovider.gd) / [basedataresource.gd](scripts/basedataresource.gd) for version/build flags instead of ad-hoc JSON.

Deep dive (load on demand)

Full naming table, typed-GDScript migration, EventBus/SceneManager/metadata samples — [references/foundations-deep.md](references/foundations-deep.md).

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

  • Project organization — Feature-based folders, .gdignore, and VCS hygiene that keep imports and repos maintainable.
  • Scene organization — Ownership boundaries and why %SceneUniqueNames beat brittle get_node() paths.
  • GDScript style guide — Canonical snakecase files / PascalCase nodes / past-tense signals used by this skill’s validators.
  • GDScript warning system — Enforce typed declarations (Untyped Declaration → Warn/Error) when migrating foundations to GDScript 2.0.
  • Singletons (Autoload) — How to register lean global services that survive scene changes.
  • Autoloads versus regular nodes — When a Managed Autoload / EventBus is justified vs scene-local ownership.
  • Background loadingResourceLoader.loadthreaded_* patterns for non-blocking scene transitions.
  • Resources — Shared vs duplicated Resource instances and why global mutation breaks feature modules.
  • Nodes and scene instances — Instantiation, pooling, and scene-as-module boundaries for feature folders.
  • Using SceneTree — Tree lifetime, deferred calls, and thread→main synchronization rules.
  • File paths in Godot projectsres:// / user:// conventions for scaffolded folders and saved override.cfg / metadata.
  • ProjectSettings — Runtime profiles, version strings, and settings keys used by configurators and build metadata.

Related Skills

Prerequisites

  • godot-gdscript-mastery — Typed GDScript, style, and warning-system fluency before enforcing naming and scaffold conventions.

Complements

  • godot-version-migration — When opening or scaffolding a project on an older engine version, hop to the library target before enforcing current foundations.
  • godot-autoload-architecture — Boot order and ownership rules for Managed Autoload / EventBus singletons registered from a clean project root.
  • godot-composition — Feature folders become composable scene modules; parents wire children instead of growing monolithic managers.
  • godot-resource-data-patterns — Extends BaseDataResource-style reactive Resources into full data-driven catalogs without shared mutation.
  • godot-signal-architecture — Typed EventBus signals and connect lifetime once Autoloads and scene ownership are in place.
  • godot-scene-management — Threaded loaders and scene swaps build on this skill’s async ResourceLoader boilerplate.
  • godot-input-handling — Deepens unhandledinput buffering into full action maps and device routing.

Downstream / consumers

  • godot-export-builds — Export presets and feature tags assume a clean folder layout, .gitignore, and build metadata hooks.
  • godot-testing-patterns — Feature-based scenes and deterministic Autoloads make unit/integration harnesses easier to mount.
  • godot-debugging-profiling — Custom Logger telemetry and dependency audits feed editor-time diagnostics once structure is stable.
  • godot-performance-optimization — Node pools, WorkerThreadPool, and runtime profiles escalate here when foundations hit CPU/memory ceilings.

Master

  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.