Godot Composition Apps logo

Godot Composition Apps

Community
thedivergentai
godot-composition-apps

Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-composition-apps
Stars
727
Forks
43
Bundled files
16
LicenseLGPL-3.0
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.

  • 16 bundled files

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

  • Open source

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

Installation

Install the Godot Composition Apps 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.
  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/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-composition-apps .claude/skills/godot-composition-apps
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Composition Apps 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 Composition Apps 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 Composition Apps 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 Composition & Architecture (Apps & UI)

Decision Gate — App vs Gameplay Entity

Root node / taskRoute
Control, EditorPlugin, tool window, settings dock, form UIStay here — Orchestrator + components
Player, Enemy, Weapon, Hitbox, gameplay CharacterBodygodot-composition — not this skill

App-only gate: If the node is a gameplay actor (Player/Enemy/Weapon/Hitbox), use godot-composition. This skill owns Control / EditorPlugin / tool composition.

The Core Philosophy

The Litmus Test (Rock Test)

Before writing a script, ask: "If I attached this script to a literal rock, would it still function?"

  • Pass: An AuthComponent on a rock allows the rock to log in. (Context Agnostic)
  • Fail: A LoginForm script on a rock tries to grab text fields the rock doesn't have. (Coupled)

MANDATORY: Validate new components with comp_rock_test_boilerplate.gd.

The Backpack Model (Has-A > Is-A)

Treat the Root Node as an empty Backpack.

  • Wrong: SubmitButton extends AnimatedButton extends BaseButton.
  • Right: Root HAS-A AnimationComponent and HAS-A NetworkRequestComponent.

The Hierarchy of Power (Communication Rules)

DirectionSource → TargetMethodReason
DownwardOrchestrator → ComponentFunction CallManager owns the workers.
UpwardComponent → OrchestratorSignalsWorkers are blind.
SidewaysComponent A ↔ Component BFORBIDDENSiblings never talk directly.

Sideways Fix: Component A signals the Orchestrator; Orchestrator calls Component B.

Available Scripts

MANDATORY: Read the matching script before implementing the pattern. Do not reinvent Orchestrator wiring inline.

comp_rock_test_boilerplate.gd

MANDATORY first read — Attach-candidate-to-literal-rock harness that fails hard-coupled components early.

comp_orchestrator_base.gd

MANDATORY when creating any App/UI root — Signal-up / call-down wiring skeleton (0% business math).

comp_logic_visual_syncer.gd

MANDATORY for VLS — Logic emits state_changed; visuals/animations react without logic knowing AnimationPlayer/Theme.

comp_base_component.gd

Shared component lifecycle + dependency validation for app workers.

comp_dependency_injector.gd

Typed export / registry injection so Orchestrators avoid brittle $ paths.

clipboard_copier.gd

Context-agnostic clipboard worker — pairs with orchestrator toast pattern (see references).

comp_data_driven_config.gd

Resource-backed config for tool settings and form defaults.

comp_persistence_component.gd

MANDATORY for saveable UI/tool state — Registers Saveable group + get_save_data() without putting I/O in visuals.

comp_ability_sequencer.gd

Ordered multi-step tool workflows (wizard pages, export pipelines) as child steps.

comp_health_component.gd / comp_hitbox_component.gd

Only when an app/tool simulates entities; prefer godot-composition for real games.

The Orchestrator Pattern

Root script (LoginScreen.gd, UserProfile.gd, EditorPlugin dock root) is an Orchestrator:

  • Math/Logic: 0% · State wiring: 100%
  • Job: listen to component signals → call other component methods

MANDATORY: Extend patterns from comp_orchestrator_base.gd.

ConceptApp/UI Example
OrchestratorUserProfile.gd / Editor dock root
Logic componentAuthValidator
VLSAuthVisualSyncer via comp_logic_visual_syncer.gd
Theme ownershipSeparate theme component — never mutated inside form logic
Focus ownershipOrchestrator grants/releases Control focus; components never steal siblings' focus

Implementation Standards

  1. Type Safetyclass_name on components; no untyped core architecture.
  2. Dependency Injection@export var auth: AuthComponent (Inspector / %UniqueNames). NEVER get_node("Path/To/Child") for components.
  3. Stateless workers — Orchestrator passes data into functions; components do not scrape sibling Controls.

NEVER Do (Expert Architectural Rules)

Hierarchy & Dependencies

  • NEVER use get_parent() to fetch data — Inject via @export or function args.
  • NEVER talk sideways — Signal up; Orchestrator calls down.
  • NEVER use brittle Node Paths — Prefer @export / %.

Logic & State

  • NEVER put business logic in the Orchestrator — Only _on_signal delegators.
  • NEVER store global state in individual components — Shared Context Resource or Autoload.
  • NEVER assume a component's parent is a specific type — Rock Test failure.

Polish & Orchestration

  • NEVER skip signal cleanup — Disconnect on exit / use CONNECT_ONE_SHOT where appropriate.
  • NEVER let Logic know about Visuals — Emit; VLS / Orchestrator plays animations and applies Theme.

Fragile App Workflow: Saveable + Theme Ownership

Do not put save I/O or Theme mutation inside form Controls. Route through components:

  1. MANDATORY comp_persistence_component.gd on the Orchestrator (or a dedicated Saveable child) — add_to_group("Saveable") + get_save_data().
  2. Theme / StyleBox changes belong in a theme component (theme_manager.gd) called down by the Orchestrator after logic signals success/failure.
  3. Focus: Orchestrator owns grab_focus() after validation failures so logic stays Control-agnostic.
gdscript
# settings_dock_orchestrator.gd (pattern — wire via @export, not $)
extends Control
@export var persistence: CompPersistenceComponent
@export var theme_mgr: Node  # theme_manager.gd API
@export var form_logic: Node

func _ready() -> void:
    form_logic.settings_valid.connect(_on_settings_valid)
    form_logic.settings_invalid.connect(_on_settings_invalid)

func _on_settings_valid(payload: Dictionary) -> void:
    theme_mgr.apply_user_theme(payload.get("theme_id"))
    # Save systems collect via Saveable group — persistence component stays dumb

func _on_settings_invalid(field: StringName) -> void:
    # Orchestrator owns focus; logic never touches sibling LineEdits
    var target := get_node_or_null("%" + String(field))
    if target is Control:
        target.grab_focus()

Expert Composition Patterns (Apps)

1. App-Level Service Locator

Prefer Engine.register_singleton() for lightweight non-Node services (Auth, Config) instead of dozens of Autoload Nodes [6].

2. Visual-Logic-Syncers (VLS)

MANDATORY comp_logic_visual_syncer.gd — logic never calls AnimationPlayer.play().

3. O(1) Component Registry

Orchestrator Dictionary registry for dashboard modules — still no sideways calls; registry is Orchestrator-private lookup.

MANDATORY for clipboard/share orchestrator examples and service-locator depth: app-orchestrator-examples.md. Do NOT Load when comp_orchestrator_base.gd covers your screen.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Scene organization — Canonical signal-up / call-down ownership so Orchestrators wire components without sibling coupling.
  • When and how to avoid using nodes for everything — Prefer Resources/RefCounted for pure data and logic services so components stay lean and rock-testable.
  • Godot interfaces — Duck-typed method contracts (has_method) that let composition work without deep inheritance trees.
  • What are Godot classes? — Why Godot favors scene composition (Has-A) over classical Is-A hierarchies for reusable behaviors.
  • Using signals — Upward component→Orchestrator events that keep workers blind to parents and siblings.
  • GDScript exports — Typed @export dependency injection that replaces brittle get_node paths in the Inspector.
  • Scene Unique Nodes%UniqueName for Orchestrator-local Control/Button wiring without string path fragility.
  • Resources — Data-driven .tres configs so values stay outside logic components.
  • Groups — Mass registration (e.g. Saveable/Components) for Orchestrator registries without hard sibling refs.
  • Autoloads versus regular nodes — When a scene-local Orchestrator beats a global Autoload for app/UI composition.
  • Singletons (Autoload) — Safe registration of cross-scene services when a true app-level locator is justified.
  • Saving games — Persistence patterns that map cleanly onto modular saveable components.

Related Skills

Prerequisites
  • godot-project-foundations — Project layout, Autoload registration, and scene ownership that Orchestrators and components plug into.
  • godot-gdscript-mastery — Typed exports, signals, and class_name fluency required before dependency injection and rock-testable components.
  • godot-composition — Core Has-A component model (game-focused sibling); this skill specializes the same rules for Apps/Tools/UI.
Complements
  • godot-signal-architecture — Connect flags, ghost cleanup, and EventBus patterns Orchestrators use for upward wiring.
  • godot-autoload-architecture — Boot order and ownership when composition needs a thin global service instead of scene-local state.
  • godot-resource-data-patterns — Custom Resources and hot-swap .tres configs that feed data-driven components.
  • godot-ui-containers — Control trees that should signal intent upward while Orchestrators call down into layout.
  • godot-ui-theming — Theme/visual syncers stay separate from auth/form logic under the VLS pattern.
  • godot-scene-management — Scene swaps must re-inject exports and reconnect Orchestrator wiring without sideways sibling links.
  • godot-testing-patterns — Rock-test and signal spies that prove components stay context-agnostic.
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.

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 Composition Apps AI skill do?

Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.

Why use Godot Composition Apps on TypingMind?

Because you install it once and use it with any model. Godot Composition Apps 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 Composition Apps in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-composition-apps. 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 Composition Apps?

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 Composition Apps?

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

Is the Godot Composition Apps AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇