Godot Gdscript logo

Godot Gdscript

OrganizationPopular
gamedev-skills
godot-gdscript

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).

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namegodot-gdscript
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Godot Gdscript AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-gdscript
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/godot/godot-gdscript .claude/skills/godot-gdscript
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Gdscript in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Gdscript on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Gdscript is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Gdscript AI skill do?

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).

Why use Godot Gdscript on TypingMind?

Because you install it once and use it with any model. Godot Gdscript is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Gdscript in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-gdscript. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Gdscript?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Gdscript?

As many as you like. As long as a model supports skills, you can use Godot Gdscript with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Gdscript AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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