About godot-gdscript
A GDScript 2.0 writing and debugging guide for Godot 4.7 developers, covering new scripts and migration work. It focuses on static typing, node lifecycle, signals, and syntax changes from 3.x to 4.x.
Key features
- 01Use static types for variables and functions
- 02Apply node lifecycle callbacks appropriately
- 03Reference nodes with @onready
- 04Expose editable values with @export
- 05Handle events with signals and await
Use cases
- 01Write or fix .gd scripts
- 02Port Godot 3.x scripts to 4.x
- 03Debug signal connections and type errors
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ gamedev-skills/ awesome-gamedev-agent-skills --skill godot-gdscriptAfter installing, type/godot-gdscriptin Claude Code to confirm it loaded.
Bundled filesreferences/annotations-and-typing.md
Details
From the project READMEGodot 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
.gdfiles: 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
- 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. - 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). - Grab node references with
@onready, not in_init()— children do not exist until the node enters the tree. - Expose tunables with
@exportso designers edit them in the Inspector. - React to events with signals +
await, not polling, where it reads cleanly. - 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
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 $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
2. Signals: declare, emit, connect (4.x Callable syntax)
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = max(health - amount, 0)
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
3. await — pause until a timer or signal fires (replaces 3.x yield)
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
4. Lambdas, typed arrays, and safe access
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
Pitfalls
- 3.x → 4.x signal API changed.
emit_signal("x")still works but preferx.emit(...);connect("x", self, "_on_x")is gone — usex.connect(_on_x)with a Callable.yield(obj, "sig")is nowawait obj.sig. export varis now@export var(annotation). Likewiseonready→@onready,tool→@tool,remote/masterRPC keywords → the@rpc(...)annotation.@onreadyand$NodePathin_init()fail — the node isn't in the tree yet. Initialize node references in_ready()or with@onready.- Integer division truncates.
5 / 2 == 2. Use5.0 / 2or cast tofloat. _processvs_physics_process. Putmove_and_slide()and physics in_physics_process(delta); using_processmakes motion frame-rate dependent.class_namemust 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 customResourcetypes.godot-csharp— the same engine concepts using C#/.NET.
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