Godot Csharp Patterns
Purpose
Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness.
Use When
- the Godot project uses C#
- interop with scenes and resources is growing
- architecture needs stronger reviewability
Inputs
- feature scope
- node structure
- interop points
- testing and performance needs
Process
- define where C# owns logic versus where scene authoring owns structure
- keep node and resource assumptions explicit
- separate reusable logic from scene-specific code
- handle signal wiring and lifecycle intentionally
- review C# tooling, export, and build implications
Outputs
- C# boundary notes
- interop rules
- review findings
- build considerations
Quality Bar
- respects scene-tree ownership, autoload boundaries, and resource behavior
- keeps scripts, signals, and resources understandable at scale
- supports export reliability and content iteration without hidden coupling
Common Failure Modes
- autoloads becoming global dumping grounds
- signal webs with no ownership
- shared resources causing accidental state leakage
Related Agents
- godot-reviewer
- technical-design-lead
- tools-programmer
Related Commands
- godot-review
- tech-design
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

