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Found 3 Skills
Build event-driven, decoupled Godot 4.x 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.
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
Use C#/.NET in Godot 4.x: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, GetNode<T>, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.