Godot Gdscript Standards
Purpose
Apply GDScript standards that keep scene-driven projects readable, maintainable, and safe to refactor.
Use When
- writing or reviewing Godot gameplay code in GDScript
- scene scripts are taking on too much responsibility
- consistency is slipping
Inputs
- feature scope
- scene architecture
- team conventions
- performance constraints
Process
- keep scripts focused on clear scene or system responsibility
- avoid hidden coupling through node paths and implicit scene assumptions
- separate data, scene orchestration, and reusable logic where practical
- watch signal lifecycle and autoload dependence
- review allocations and expensive work in frequent callbacks
Outputs
- GDScript guideline application
- review findings
- refactor candidates
- scene coupling warnings
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
- code-reviewer
- gameplay-programmer
Related Commands
- godot-review
- refactor-clean
- 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.

