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component-system

Use when building reusable node components — composition patterns, component communication, and interface design

skills/component-system/SKILL.md

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# Component System in Godot 4.3+

Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.

> **Related skills:** **scene-organization** for scene tree composition, **event-bus** for decoupled component communication, **resource-pattern** for data-driven component configuration, **physics-system** for Area2D/3D overlap detection and collision shapes, **ability-system** for an AbilityComponent example built on this pattern.

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## 1. Why Components

| Problem with inheritance | How components solve it |
|--------------------------|-------------------------|
| Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job |
| Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior |
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