Loading...
Loading...
Godot 4 craft — the node, resource and pattern a Godot developer reaches for in each job. Use when designing or ticketing Godot work, implementing scenes, UI or GDScript, or reviewing Godot code.
npx skill4agent add lightforgelabsstudio/godot-skills godotproject.godot.tscnResource.tscnThemescripts/smell_check.py.gd.tscn# godot-ok: <reason>; godot-ok: <reason>.tscn--write-movie out.png --fixed-fps 30 --quit-after N| Job | Native primitive | Red flag |
|---|---|---|
| A game object (field, unit, pickup, card) | Its own scene, instanced; state set through a typed method | One |
| Clicking or hovering a world object | | |
| Text | | |
| Panels, badges, button looks | | |
| Static UI layout | Containers and anchors in a | |
| Overlays on a container (badge, border, pip) | A plain | Children placed by offsets inside a container, which stretches them to fill it |
| Art on a card or panel | | |
| Art in the world | | |
| A layout whose children animate (card hand, radial menu) | A custom | Animated children inside a |
| Reacting to game events | Signals from the model, connected by the view | Polling every frame and diffing arrays to guess what changed |
| A list that changes (hand, inventory) | One persistent view per item, keyed by the item; add and remove singly | Freeing every child and re-instancing on each change |
| One-shot motion (pop, shake, fly-to) | | Countdown floats passed down through refresh calls |
| Authored, multi-track motion | | Hand-sequenced timers |
| World objects that move | Move in | Transforms set in |
| UI easing and view refresh | | Visual work in |
| Framing the world | | World laid out against literal viewport sizes |
| Tooltips | | Default |
| Tunable data, card and item definitions | | Dictionaries of constants in scripts |
| Per-object state | Typed | |
| Node references | | Untyped |
_draw()bind()