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Godot Project Setup

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jame581
godot-project-setup

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

Overview

Publisherjame581
RepositoryGodotPrompter
Skill namegodot-project-setup
Stars
808
Forks
47
Bundled files
Instructions only
LicenseMIT
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Godot Project Setup 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/jame581/GodotPrompter/tree/master/skills/godot-project-setup
  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/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/godot-project-setup .claude/skills/godot-project-setup
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Project Setup 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 Project Setup 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 Project Setup 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 Project Setup

This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.

Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.

Recommended Directory Structure (Split Layout)

The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.

res://
├── assets/
│   ├── audio/
│   │   ├── music/
│   │   └── sfx/
│   ├── fonts/
│   ├── shaders/
│   ├── sprites/
│   │   ├── characters/
│   │   ├── environment/
│   │   └── ui/
│   └── textures/
├── scenes/
│   ├── autoloads/
│   ├── characters/
│   ├── environment/
│   ├── levels/
│   ├── screens/
│   └── ui/
├── scripts/
│   ├── autoloads/
│   ├── characters/
│   ├── components/
│   ├── resources/
│   └── ui/
├── resources/
│   ├── items/
│   ├── levels/
│   └── themes/
└── addons/

Why split layout?

  • Assets managed by artists can be updated without touching script directories.
  • Glob patterns in export presets are simpler (assets/** stays separate from scripts/**).
  • Easier to configure .gitattributes binary rules per directory.
  • Scales to teams where artists and programmers work in different areas.

Alternative: Co-Located Structure

For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.

res://
├── assets/
│   ├── audio/
│   ├── fonts/
│   └── textures/
├── entities/
│   ├── player/
│   │   ├── player.tscn
│   │   ├── player.gd          # or Player.cs
│   │   └── player_state.gd
│   └── enemy/
│       ├── enemy.tscn
│       └── enemy.gd
├── levels/
│   ├── level_01/
│   │   ├── level_01.tscn
│   │   └── level_01.gd
│   └── main_menu/
│       ├── main_menu.tscn
│       └── main_menu.gd
├── systems/
│   ├── inventory/
│   └── dialogue/
├── autoloads/
├── resources/
└── addons/

.gitignore

gitignore
# Godot editor data — never commit
.godot/

# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/

# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user

# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db

# GodotPrompter (if used in-project)
.godot-prompter-cache/

.gitattributes

Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.

gitattributes
# Default: normalize line endings to LF on commit
* text=auto eol=lf

# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf

# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf

# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binary

Project Settings

Configure these in Project > Project Settings or directly in project.godot.

Display

SettingRecommended valueNotes
display/window/size/viewport_width1920Base resolution — art reference size
display/window/size/viewport_height1080
display/window/stretch/modecanvas_itemsScales 2D content; use viewport for pixel-perfect
display/window/stretch/aspectkeepAdds letterbox/pillarbox; expand fills screen
display/window/size/resizabletrueAllow window resize on desktop

For pixel-art projects use stretch/mode = viewport and texture_filter = nearest on the root CanvasItem or globally via rendering/textures/canvas_textures/default_texture_filter.

Godot 4.7+: Projects newly created in Godot 4.7 already default display/window/stretch/mode to canvas_items and display/window/stretch/aspect to expand (previously disabled / keep), so only aspect needs changing if you want keep's letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.

Input Map

Define actions in Project > Project Settings > Input Map rather than hard-coding key constants. This lets players rebind controls at runtime.

GDScript — reading input actions:

gdscript
# Good: action-based (rebindable)
func _process(delta: float) -> void:
    var direction := Input.get_axis("move_left", "move_right")
    if Input.is_action_just_pressed("jump"):
        _jump()

# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
    if event is InputEventKey and event.keycode == KEY_SPACE:
        _jump()

C# — reading input actions:

csharp
// Good: action-based (rebindable)
public override void _Process(double delta)
{
    float direction = Input.GetAxis("move_left", "move_right");
    if (Input.IsActionJustPressed("jump"))
        Jump();
}

// Avoid: hard-coded key checks
public override void _Input(InputEvent @event)
{
    if (@event is InputEventKey key && key.Keycode == Key.Space)
        Jump();
}

Saving and restoring custom bindings at runtime (GDScript):

gdscript
func save_bindings() -> void:
    var config := ConfigFile.new()
    for action in InputMap.get_actions():
        if action.begins_with("ui_"):
            continue  # skip built-in UI actions
        var events := InputMap.action_get_events(action)
        config.set_value("bindings", action, events)
    config.save("user://bindings.cfg")

func load_bindings() -> void:
    var config := ConfigFile.new()
    if config.load("user://bindings.cfg") != OK:
        return
    for action in config.get_section_keys("bindings"):
        InputMap.action_erase_events(action)
        for event in config.get_value("bindings", action):
            InputMap.action_add_event(action, event)

Saving and restoring custom bindings at runtime (C#):

csharp
public void SaveBindings()
{
    var config = new ConfigFile();
    foreach (StringName action in InputMap.GetActions())
    {
        if (((string)action).StartsWith("ui_"))
            continue; // skip built-in UI actions
        var events = InputMap.ActionGetEvents(action);
        config.SetValue("bindings", action, events);
    }
    config.Save("user://bindings.cfg");
}

public void LoadBindings()
{
    var config = new ConfigFile();
    if (config.Load("user://bindings.cfg") != Error.Ok)
        return;
    foreach (string action in config.GetSectionKeys("bindings"))
    {
        InputMap.ActionEraseEvents(action);
        var events = (Godot.Collections.Array)config.GetValue("bindings", action);
        foreach (InputEvent @event in events)
            InputMap.ActionAddEvent(action, @event);
    }
}

Autoloads

Register autoloads in Project > Project Settings > Globals > Autoload. Autoloads are singleton nodes available globally via their registered name.

Common Autoloads

NamePathPurpose
GameManagerautoloads/game_manager.gdGame state, scene transitions, pause
EventBusautoloads/event_bus.gdDecoupled signal relay
AudioManagerautoloads/audio_manager.gdMusic, SFX, volume control
SaveManagerautoloads/save_manager.gdSave/load game data

Keep autoloads small. Move logic into standalone classes and call them from the autoload.

Minimal GameManager — GDScript

gdscript
# autoloads/game_manager.gd
extends Node

signal scene_changed(scene_path: String)
signal game_paused(is_paused: bool)

var current_level: String = ""
var is_paused: bool = false


func change_scene(path: String) -> void:
    current_level = path
    scene_changed.emit(path)
    get_tree().change_scene_to_file(path)


func set_paused(paused: bool) -> void:
    is_paused = paused
    get_tree().paused = paused
    game_paused.emit(paused)


func quit_game() -> void:
    get_tree().quit()

Minimal GameManager — C#

csharp
// autoloads/GameManager.cs
using Godot;

public partial class GameManager : Node
{
    [Signal]
    public delegate void SceneChangedEventHandler(string scenePath);

    [Signal]
    public delegate void GamePausedEventHandler(bool isPaused);

    public string CurrentLevel { get; private set; } = "";
    public bool IsPaused { get; private set; }

    public void ChangeScene(string path)
    {
        CurrentLevel = path;
        EmitSignal(SignalName.SceneChanged, path);
        GetTree().ChangeSceneToFile(path);
    }

    public void SetPaused(bool paused)
    {
        IsPaused = paused;
        GetTree().Paused = paused;
        EmitSignal(SignalName.GamePaused, paused);
    }

    public void QuitGame() => GetTree().Quit();
}

Minimal EventBus — GDScript

gdscript
# autoloads/event_bus.gd
extends Node

# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.

signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)

Nodes connect with:

gdscript
EventBus.player_died.connect(_on_player_died)
EventBus.player_died.emit()

C# Project Setup

.csproj

When you enable C# support Godot generates a .csproj. Keep it minimal and set the target framework to net8.0:

xml
<Project Sdk="Godot.NET.Sdk/4.3.0">
  <PropertyGroup>
    <TargetFramework>net8.0</TargetFramework>
    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net8.0</TargetFramework>
    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
    <Nullable>enable</Nullable>
    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
    <RootNamespace>MyGame</RootNamespace>
  </PropertyGroup>
</Project>

Replace MyGame with your project name. The namespace must match across all C# scripts to avoid registration errors.

partial class Requirement

Every C# class that extends a Godot type must be declared partial. Godot's source generator adds the registration code in a companion partial file.

csharp
// Correct
public partial class Player : CharacterBody2D { }

// Wrong — will not register with Godot
public class Player : CharacterBody2D { }

Namespace Convention

Use a single root namespace for the project. Sub-namespaces are optional but keep them shallow:

csharp
namespace MyGame.Characters;   // OK
namespace MyGame.UI;           // OK
namespace MyGame.Systems.Inventory.Data.Containers;  // Too deep — flatten

Signal Declaration in C#

Signals must use the [Signal] attribute with a delegate ending in EventHandler:

csharp
[Signal]
public delegate void HealthChangedEventHandler(int newHealth, int maxHealth);

// Emit
EmitSignal(SignalName.HealthChanged, health, maxHealth);

// Connect
someNode.HealthChanged += OnHealthChanged;

// Disconnect
someNode.HealthChanged -= OnHealthChanged;

Project Setup Checklist

Use this checklist after scaffolding a new project to verify everything is in place.

  • Directory structure created (assets/, scenes/, scripts/ or co-located layout)
  • .gitignore created and includes .godot/, .mono/, bin/, obj/
  • .gitattributes created with LF normalization and binary asset rules
  • project.godot — viewport resolution set (1920x1080 or project target)
  • project.godot — stretch mode configured (canvas_items or viewport)
  • Input Map actions defined for all player inputs (no hard-coded key constants)
  • Autoloads registered: GameManager, EventBus, AudioManager, SaveManager
  • Autoload scripts created under autoloads/ (or scripts/autoloads/)
  • Autoloads are process mode Always if they must run while paused
  • For C# projects: .csproj targets net8.0, RootNamespace set, Nullable enabled
  • For C# projects: all node scripts use partial class
  • Initial commit on main branch before adding game content
  • The project's agent instructions file (CLAUDE.md, or AGENTS.md / GEMINI.md if that is what the repo maintains) contains a ## GodotPrompter section with the skill invocation rule (see godot-prompter:godot-brainstorming for content)
  • CI pipeline (optional but recommended): runs godot --headless --check-only on GDScript files

Frequently asked questions

What does the Godot Project Setup AI skill do?

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

Why use Godot Project Setup on TypingMind?

Because you install it once and use it with any model. Godot Project Setup 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 Project Setup in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Godot Project Setup?

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 Project Setup?

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

Is the Godot Project Setup AI skill free?

Yes. It is published on GitHub by jame581 under the MIT 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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