thedivergentai/gd-agentic-skills

godot-resource-data-patterns

Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures).

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-resource-data-patterns

Summary

  • Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures).
  • Covers typed arrays, serialization, nested resources, and resource caching.
  • Use when implementing data systems OR inventory/stats/dialogue databases.
  • Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.

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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.

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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 10,273 B
  • docs SUMMARY.md 4,001 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 340 installs

SKILL.md

NEVER Do in Resource Design

  • NEVER modify resource instances directly — Without .duplicate(), changing a value (like HP) modifies the shared .tres for everyone.
  • NEVER use untyped arrays in Resources@export var items: Array allows logic errors. Always use Array[ResourceClass] for type safety.
  • NEVER store Node references in Resources — Objects that only exist in a specific SceneTree cannot be serialized. Store NodePath or UID.
  • NEVER perform heavy calculations in Resource getters/setters — Resources should be data containers. Offload logic to Nodes or specialized RefCounted classes.
  • NEVER skip ResourceSaver.save() error checks — Saving can fail due to permissions, disk space, or path issues. Always check the return code.
  • NEVER use Resources for high-frequency runtime data — If a value changes 60 times a second (like velocity), a standard variable is faster than a Resource property.
  • NEVER allow circular Resource references — If A.tres references B.tres and B.tres references A.tres, the engine may crash on load.
  • NEVER forget the _init defaults — Resources created via new() or in the Inspector need default values in their constructor to be editable.
  • NEVER share a Resource between entities if they need unique state — Use resourcelocalto_scene = true or duplicate() for components.
  • NEVER use .tres for massive datasets — If you have 10,000 items, a JSON or custom binary format might be more efficient than individualized Resource files.

Decision Tree: Resource vs RefCounted vs Node

Type Use when Disk / Inspector
Resource Shared definitions, saveable data, @export authoring .tres/.res, Inspector ✅
RefCounted Temporary runtime calcs, non-persistent helpers No disk / weak Inspector
Node Scene entities with process/signals in the tree Scene files

Use Resources for: item defs, stats templates, abilities, dialogue tables, enemy configs. Use RefCounted for: damage calc scratchpads, ephemeral state machines, non-saved utilities.

Available Scripts — MANDATORY by Scenario

Scenario MANDATORY read
Per-instance mutable stats (HP) sharing a base .tres [resourcelocaltoscene.gd](scripts/resourcelocaltoscene.gd)
Nested Item → Weapon → StatusEffect trees / save whole graph [nestedresourceserialization.gd](scripts/nestedresourceserialization.gd)
Many entities sharing one config (flyweight) [resourceflyweightcaching.gd](scripts/resourceflyweightcaching.gd) / [flyweightenemyconfig.gd](scripts/flyweightenemyconfig.gd)
Custom @export data containers [customdataresource.gd](scripts/customdataresource.gd)
Reactive stats with signals [characterstatsresource.gd](scripts/characterstatsresource.gd)
Inventory arrays of Resources [resourcebasedinventory.gd](scripts/resourcebasedinventory.gd)
Save Resource trees to disk [resourcesavesystem.gd](scripts/resourcesavesystem.gd) — check Error
Preload / O(1) cache before play [resourcepreloadingstrategy.gd](scripts/resourcepreloadingstrategy.gd)
Runtime Resource.new() loot [dynamicresourcegeneration.gd](scripts/dynamicresourcegeneration.gd)
Validate / pool / factory [resourcevalidator.gd](scripts/resourcevalidator.gd) / [resourcepool.gd](scripts/resourcepool.gd) / [datafactoryresource.gd](scripts/datafactoryresource.gd)

Expert WHY (critical)

CAUTION: Runtime HP/mana on a shared .tres without duplicate(true) or resourcelocalto_scene mutates the asset on disk — the "damaging one damages all" bug.

  • .res vs .tres: binary .res in production; .tres for design diffs; nested trees save with parent via ResourceSaver.
  • Cache: ResourceLoader.CACHEMODEREPLACE after external edits bypass stale cache.
  • Local-to-scene / duplicate: mandatory for per-instance components — [resourcelocaltoscene.gd](scripts/resourcelocaltoscene.gd).
  • 10k+ rows: individualized .tres files lose to JSON/binary — see Official Docs binary serialization.

Deep dive (load on demand)

Pattern 1–7 walkthroughs (ItemData, databases, RefCounted calcs, directory scan, O(1) cache) — [references/resource-patterns-deep.md](references/resource-patterns-deep.md). Implement nested weapons from [nestedresourceserialization.gd](scripts/nestedresourceserialization.gd), not memory.

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

  • Resources — Custom Resource scripts, .tres/.res, sharing vs duplicate(), and resourcelocalto_scene for per-instance state.
  • Data preferences — When to store data in Resources vs dictionaries, ConfigFile, or plain scripts for inspector and serialization needs.
  • Resourceduplicate, emitchanged, resource_path, and local-to-scene flags used by every data container pattern here.
  • ResourceLoader — Cached load / threaded requests that power flyweight sharing and preload caches.
  • ResourceSaver — Persist custom Resources to user:// or res:// and always check the returned Error.
  • RefCounted — Lightweight runtime objects when you need refcounting without disk serialization or Inspector exports.
  • Saving games — Broader save strategies that pair with ResourceSaver for slot-based .tres state.
  • Background loading — Threaded ResourceLoader polling so databases and VFX packs do not hitch the main thread.
  • GDScript exports — Typed @export / Array[T] so item and quest Resources stay Inspector-safe.
  • Binary serialization API — Compact FileAccess packing when thousands of rows outgrow individualized .tres files.
  • Scene organization — Why shared Resources live outside scene trees and how component scenes compose exported data.

Related Skills

Prerequisites

  • godot-project-foundations — Project layout, import, and res:// hygiene before authoring shared .tres databases.
  • godot-gdscript-masteryclass_name, typed arrays, setters, and @tool discipline every custom Resource script depends on.

Complements

  • godot-signal-architecture — Ownership and fan-out for Resource changed / custom signals that drive reactive UI and stats.
  • godot-save-load-systems — Slot versioning, migration, and secure paths that wrap ResourceSaver/ResourceLoader save flows.
  • godot-scene-management — Packed scenes and threaded loads that consume preloaded Resource caches without hitch spikes.
  • godot-ability-system — Ability/buff definitions are Resource data; this skill owns the container and serialization patterns.
  • godot-dialogue-system — Dialogue graphs and line tables are nested Resources that reuse typed-array and save patterns here.
  • godot-performance-optimization — Flyweight sharing, pooling RefCounted payloads, and when .res beats text .tres at scale.

Downstream / consumers

  • godot-inventory-system — Item stacks, equipment, and bags consume ItemData / inventory Resource arrays defined here.
  • godot-procedural-generation — Generators that instantiate loot, quests, and configs via Resource.new() at runtime.
  • godot-monte-carlo-balancer.tres stats and economy tables are the preferred extract source — build the data layer before regex farms.

Master

  • godot-master — Library router and mirrored module entry for cross-skill discovery.