Not yet assessed
Review the original instructions and requested permissions before installing.
No security review is available for this catalog entry yet.
Writes and debugs typed GDScript for Godot 4.7 and migrates Godot 3.x script patterns.
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
Review the original instructions and requested permissions before installing.
No security review is available for this catalog entry yet.
How clearly the skill guides your agent, how complete its workflow is, and how you can check the outcome.
No quality assessment is available for this catalog entry yet.
Original instructions from the publisher’s SKILL.md
# Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal
system the way the engine intends. Targets **Godot 4.7** (GDScript 2.0).
## When to use
- Use when writing or fixing `.gd` files: declaring variables, functions, classes,
using `@export`/`@onready`, connecting signals, or awaiting coroutines/signals.
- Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
**When *not* to use:** scene/node structure and instancing questions →
`godot-nodes-scenes`; signal *architecture*/decoupling patterns →
`godot-signals-groups`; using C# instead of GDScript → `godot-csharp`.
## Core workflow
1. **Type everything you can.** GDScript 2.0 supports static types
(`var hp: int = 10`, `func add(a: int, b: int) -> int:`). Types catch errors at
parse time and speed up the VM. Use `:=` for inferred types.
2. **Use the lifecycle callbacks for their purpose:** `_ready()` once when the node
and its children enter the tree; `_process(delta)` every rendered frame;
`_physics_process(delta)` on the fixed physics tick (use it for movement/physics).
3. **Grab node references with `@onready`**, not in `_init()` — children do not exist
until the node enters the tree.
4. **Expose tunables with `@export`** so designers edit them in the Inspector.
5. **React to events with signals + `await`**, not polling, where it reads cleanly.
6. **Run and read errors.** The Debugger panel prints typed errors with line numbers;
fix the first error first (later ones are often cascades).
## Patterns
### 1. A typed script with lifecycle, @export, and @onready
```gdscript
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
```
### 2. Signals: declare, emit, connect (4.x Callable syntax)
```gdscript
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = max(health - amount, 0)
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
```
### 3. await — pause until a timer or signal fires (replaces 3.x yield)
```gdscript
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
```
### 4. Lambdas, typed arrays, and safe access
```gdscript
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
```
## Pitfalls
- **3.x → 4.x signal API changed.** `emit_signal("x")` still works but prefer
`x.emit(...)`; `connect("x", self, "_on_x")` is gone — use `x.connect(_on_x)` with a
Callable. `yield(obj, "sig")` is now `await obj.sig`.
- **`export var` is now `@export var`** (annotation). Likewise `onready`→`@onready`,
`tool`→`@tool`, `remote`/`master` RPC keywords → the `@rpc(...)` annotation.
- **`@onready` and `$NodePath` in `_init()` fail** — the node isn't in the tree yet.
Initialize node references in `_ready()` or with `@onready`.
- **Integer division truncates.** `5 / 2 == 2`. Use `5.0 / 2` or cast to `float`.
- **`_process` vs `_physics_process`.** Put `move_and_slide()` and physics in
`_physics_process(delta)`; using `_process` makes motion frame-rate dependent.
- **`class_name` must be unique** project-wide and is required to use the type name in
other scripts or as an Inspector type.
## References
- For the full annotation list, advanced typing, and style conventions, read
`references/annotations-and-typing.md`.
## Related skills
- `godot-nodes-scenes` — the scene tree, instancing, and autoloads.
- `godot-signals-groups` — event-driven architecture with signals and groups.
- `godot-resources` — data-driven design with custom `Resource` types.
- `godot-csharp` — the same engine concepts using C#/.NET.