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

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# 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).