Individual skill
scenario-godot-architecture
Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.
skills/game-engines/godot/scenario-godot-architecture/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
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- Last checked
- Nov 6, 2026
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- Repository stars (not skill ratings)
- 3,546
- Repository last updated
- Nov 7, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- blender Repository topic
- claude-code Repository topic
- claude-skills Repository topic
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- game-assets Repository topic
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SKILL.mdcore · 19,994 bytesSKILL.mdcore · 19,994 bytesSKILL.mdcore · 19,994 bytesSKILL.mdcore · 19,994 bytesSKILL.mdcore · 19,994 bytesSKILL.mdcore · 19,994 bytesreferences/critique.mddoc · 5,257 bytesreferences/expert-notes.mddoc · 19,950 bytesreferences/gui-paths.mddoc · 4,749 bytesreferences/procedures.mddoc · 28,287 bytesreferences/sources.mddoc · 9,246 bytesscripts/agentkit/architecture/arch_audit.gdasset · 5,700 bytesscripts/agentkit/architecture/bench.gdasset · 2,633 bytesscripts/agentkit/architecture/build_catalog.gdasset · 3,265 bytesscripts/agentkit/architecture/pack_probe.gdasset · 1,646 bytesscripts/agentkit/architecture/scaffold.gdasset · 3,249 bytesscripts/agentkit/architecture/setup_input.gdasset · 2,278 bytesscripts/agentkit/architecture/validate_data.gdasset · 2,909 bytesscripts/gd_architecture.pyruns · 19,644 bytesscripts/templates/core/combat/damage_info.gdasset · 434 bytesscripts/templates/core/combat/health_component.gdasset · 1,898 bytesscripts/templates/core/combat/hitbox_3d.gdasset · 1,053 bytesscripts/templates/core/combat/hurtbox_3d.gdasset · 905 bytesscripts/templates/core/data/item_catalog.gdasset · 1,570 bytesscripts/templates/core/data/item_definition.gdasset · 795 bytesscripts/templates/core/events/events.gdasset · 664 bytesscripts/templates/core/input/input_actions.gdasset · 2,347 bytesscripts/templates/core/input/input_remap.gdasset · 5,195 bytesscripts/templates/core/inventory/inventory.gdasset · 3,413 bytesscripts/templates/core/inventory/item_stack.gdasset · 263 bytesscripts/templates/core/main/base_level.gdasset · 653 bytesscripts/templates/core/main/main_game.gdasset · 2,541 bytesscripts/templates/core/save/persist_component.gdasset · 1,345 bytesscripts/templates/core/save/save_service.gdasset · 5,197 bytes
Read excerpt
# Godot architecture (gameplay programmer and architect)
Target: Godot 4.7.2.stable, macOS Apple Silicon.
Expert architecture in Godot means scenes that run alone, data in Resources, behavior in small
components, and every boundary (save file, input, export) proven by a test. This skill holds the
expert rules from the sources, corrected where Godot 4.7.2 behaves differently, plus a tested G1
core (inventory, health and damage, save and load, input with rebinding) and the tools that build
and audit it. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).