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    Godot Gdscript Architect

    by Timoranjes

    1

    Write and audit production-ready Godot 4 GDScript using modern composition and typed patterns.

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    See it in action

    You say

    Create a basic player movement script for a CharacterBody2D in Godot 4. Use gravity from project settings and make it handle horizontal movement and jumping.

    Your agent does

    extends CharacterBody2D
    
    @export var speed: float = 300.0
    @export var jump_velocity: float = -400.0
    var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
    
    func _physics_process(delta: float) -> void:
        if not is_on_floor():
            velocity.y += gravity * delta
    
        if Input.is_action_just_pressed("ui_accept") and is_on_floor():
            velocity.y = jump_velocity
    
        var direction := Input.get_axis("ui_left", "ui_right")
        velocity.x = direction * speed
        velocity = move_and_slide()
    

    What you get

    Generate idiomatic Godot 4 movement scripts using CharacterBody2D.Convert deprecated Godot 3 code to modern GDScript syntax.Implement reusable scene components for health, damage, and hitboxes.Design data-driven game systems using Resource-based architecture.

    About this skill

    The problem

    Standard LLMs often generate deprecated Godot 3 patterns like yield() or KinematicBody2D when you need Godot 4 code. This leads to broken builds, runtime errors in physics processing, and spaghetti node hierarchies that ignore modern composition best practices.

    What it does

    • Enforces Godot 4.x syntax including await, CharacterBody2D, and static typing for signals and arrays.
    • Implements scene composition patterns using @export-driven design to replace fragile get_node() paths.
    • Generates reusable component-based systems like health controllers, state machines, and inventory resources.
    • Audits existing GDScript for performance bottlenecks and Godot 3-isms.
    • Guides the architecture of complex systems using Resources for data-driven design instead of giant singletons.

    Why this beats prompting it yourself

    Generic prompts fail to catch subtle Godot 4 changes, such as move_and_slide() requiring a velocity return or the move from string-based signal connections. This skill provides an encoded set of strict architectural rules that prevent technical debt before it is written.

    Use cases

    • Building a modular player controller with coyote time and jump buffering using CharacterBody2D.
    • Creating a node-based state machine for enemy AI behavior transitions.
    • Designing a data-driven inventory system using Resource subclasses for item metadata.
    • Refactoring a Godot 3 project to 4.x by identifying and replacing deprecated API calls.

    Known limitations

    Focuses primarily on GDScript and scene architecture. It does not provide specialized support for C# or low-level GDExtension development.

    How to install

    Drop the file into your AI Agent. Works with Claude, Cursor, ChatGPT, and 20+ more.

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    Verified clean 1 month ago

    Listed1 month ago
    Updated9 days ago

    Creator

    Timoranjes
    Timoranjes

    136+ total installs · 83 skills on Agensi

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