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godot-project-conventionslisted

Entry point for any Godot task. Establishes which Godot major version a project targets by reading config_version in project.godot (5 means Godot 4.x, 4 means Godot 3.x), then covers res:// and user:// paths, autoload singletons, folder layout, .import and .uid sidecar files, and what belongs in version control. Load this before writing any GDScript, C#, scene or shader for an unfamiliar Godot project, because Godot 3 and Godot 4 share a name and almost no API.
ibrohim1234567881717/game-dev-ai-skills · ★ 0 · AI & Automation · score 71
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Godot Project Conventions ## Purpose Godot 3 and Godot 4 are different engines wearing the same name. `KinematicBody` became `CharacterBody3D`, `Spatial` became `Node3D`, `yield` became `await`, `instance()` became `instantiate()`, and roughly every rendering and physics API was rewritten. Code written for the wrong major version does not degrade gracefully — it fails to parse, or silently does nothing. This skill is the gate: resolve the engine version from the project itself before producing a single line of code, then apply the layout, path and version-control conventions that the rest of the Godot pack assumes. ## When to use - First contact with any repository containing `project.godot`, `*.tscn`, `*.gd` or `*.gdextension` files. - Before writing or editing GDScript, C#, scenes, resources or shaders in a project whose Godot version you have not yet confirmed this session. - When deciding where a new script, scene or asset should live. - When setting up `.gitignore`, reviewing what is committed, or diagnosing "works on my machine but not after clone" import breakage. - When adding, removing or ordering autoload singletons. ## When NOT to use - Deep work in a specific subsystem once the version is established — go to the focused skill (`godot-gdscript-patterns`, `godot-physics`, `godot-scene-composition`, …). This skill deliberately stops at conventions. - Export configuration and build pipelines — that is `godot-export-deployment`. - Non-Godot engines. `