godot-project-conventionslisted
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. `