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godot-gdscript

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).

skills/godot/godot-gdscript/SKILL.md

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# 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 `.gd` files: 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`.
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