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godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

skills/godot/godot-signals-groups/SKILL.md

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# Godot Signals & Groups (4.x)

Decouple nodes with the observer pattern (signals) and act on many nodes at once
(groups), instead of hard-coding references between scenes. Targets **Godot 4.7**.

## When to use

- Use when a node needs to tell others "something happened" (player died, item picked
  up, wave cleared) without holding direct references to them.
- Use when you need to address a whole category of nodes at once ("pause all enemies",
  "save every checkpoint").

**When *not* to use:** raw signal *syntax* basics → `godot-gdscript`; scene structure
and instancing → `godot-nodes-scenes`. For cross-scene global events, emit from an
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