godot-master
この Skill は、Godot 4.x ゲームおよびアプリケーション開発のための統合された専門知識ライブラリであり、アーキテクチャワークフロー、アンチパターンカタログ、パフォーマンス予算、サーバー API パターンを通じて94の専門ブループリントを編成します。新しいプロジェクトの開始、アーキテクチャ設計、エンティティ/コンポーネントシステムの構築、パフォーマンスや物理の問題のデバッグ時に、開発者に権威あるガイダンスとベストプラクティスを提供し、開発効率とプロジェクト品質を大幅に向上させます。
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-masterBefore / After 効果比較
3 组明確なアーキテクチャガイドがない場合、ユーザーは Godot プロジェクト全体のアーキテクチャを模索し設計するのに多くの時間を費やし、手戻りや非効率につながりがちです。
この Skill は、標準化されたアーキテクチャパターンとブループリントを提供し、開発者が堅牢なプロジェクト構造を迅速に確立できるよう支援し、設計時間を大幅に短縮し、プロジェクト開始の効率を向上させます。
Godot Master: Lead Architect Knowledge Hub
Every section earns its tokens by focusing on Knowledge Delta — the gap between what Claude already knows and what a senior Godot engineer knows from shipping real products.
🧠 Part 1: Expert Thinking Frameworks
"Who Owns What?" — The Architecture Sanity Check
Before writing any system, answer these three questions for EVERY piece of state:
- Who owns the data? (The
StatsComponentowns health, NOT theCombatSystem) - Who is allowed to change it? (Only the owner via a public method like
apply_damage()) - Who needs to know it changed? (Anyone listening to the
health_changedsignal)
If you can't answer all three for every state variable, your architecture has a coupling problem. This is not OOP encapsulation — this is Godot-specific because the signal system IS the enforcement mechanism, not access modifiers.
The Godot "Layer Cake"
Organize every feature into four layers. Signals travel UP, never down:
┌──────────────────────────────┐
│ PRESENTATION (UI / VFX) │ ← Listens to signals, never owns data
├──────────────────────────────┤
│ LOGIC (State Machines) │ ← Orchestrates transitions, queries data
├──────────────────────────────┤
│ DATA (Resources / .tres) │ ← Single source of truth, serializable
├──────────────────────────────┤
│ INFRASTRUCTURE (Autoloads) │ ← Signal Bus, SaveManager, AudioBus
└──────────────────────────────┘
Critical rule: Presentation MUST NOT modify Data directly. Infrastructure speaks exclusively through signals. If a Label node is calling player.health -= 1, the architecture is broken.
The Signal Bus Tiered Architecture
- Global Bus (Autoload): ONLY for lifecycle events (
match_started,player_died,settings_changed). Debugging sprawl is the cost — limit events to < 15. - Scoped Feature Bus: Each feature folder has its own bus (e.g.,
CombatBusonly for combat nodes). This is the compromise that scales. - Direct Signals: Parent-child communication WITHIN a single scene. Never across scene boundaries.
🔗 The "Smart Interconnect" Mandate
Expert systems are defined not by their isolation, but by their Payload Synthesis.
- Physics → Performance:
PhysicsServer2DandRenderingServerbypassSceneTreenode overhead. Use for 1,000+ bullets or particles to achieve O(1) processing. - Animation → Physics:
AnimationTree.get_root_motion_position()converts animation displacement into physicsvelocity, preventing "foot sliding" in complex movement. - Data → Reactivity: Serialized
Resourceobjects (likeStats) emit signals when modified, allowing UI to update automatically without tight coupling. - Asset → Spawning: An O(1) Dictionary-based cache (preloaded during
ResourceLoaderasync phases) prevents I/O hitches when spawning items or enemies. - Mobile → Visuals: Prevent runtime frame-hitches by instantiating hidden effects during loading screens to force GPU shader pipeline compilation.
- Networking → Bandwidth: Use bit-packing into
PackedByteArrayfor synchronization instead of JSON/Strings to keep packets under 100 bytes. - Genre Synthesis:
Shooter: strictly useintersect_ray()(direct space state) overRayCast3Dnodes for 100x performance.RPG: Damage followsbase * pow(scaling, level)to sustain end-game progression.RTS: Moves groups based on their Center of Mass withRelative Offsetto preserve formation integrity.Metroidvania: UsesResourceLoader.load_threaded_request()for seamless room swaps.Platformer: MandatoryJump Buffering(~0.15s) andCoyote Timefor professional feel.Simulation:Tick Managerbatch processing; avoid per-entity_processto sustain thousands of units.Romance:Multi-Axial Affection(Attraction, Trust, Comfort) to map complex narrative branching.Architecture:Signal Architecturestrictly followsSignal Up, Call Downto eliminate circular scene coupling.
🧭 Part 2: Architectural Decision Frameworks
The Master Decision Matrix
| Scenario | Strategy | MANDATORY Skill Chain | Trade-off |
|---|---|---|---|
| Rapid Prototype | Event-Driven Mono | READ: Foundations → Autoloads. Do NOT load genre or platform refs. | Fast start, spaghetti risk |
| Complex RPG | Component-Driven | READ: Composition → States → RPG Stats. Do NOT load multiplayer or platform refs. | Heavy setup, infinite scaling |
| Massive Open World | Resource-Streaming | READ: Open World → Save/Load. Also load Performance. | Complex I/O, float precision jitter past 10K units |
| Server-Auth Multi | Deterministic | READ: Server Arch → Multiplayer. Do NOT load single-player genre refs. | High latency, anti-cheat secure |
| Mobile/Web Port | Adaptive-Responsive | READ: UI Containers → Adapt Desk→Mobile → Platform Mobile. | UI complexity, broad reach |
| Application / Tool | App-Composition | READ: App Composition → Theming. Do NOT load game-specific refs. | Different paradigm than games |
| Romance / Dating Sim | Affection Economy | READ: Romance → Dialogue → UI Rich Text. | High UI/Narrative density |
| Secrets / Easter Eggs | Intentional Obfuscation | READ: Secrets → Persistence. | Community engagement, debug risk |
| Collection Quest | Scavenger Logic | READ: Collections → Marker3D Placement. | Player retention, exploration drive |
| Seasonal Event | Runtime Injection | READ: Easter Theming → Material Swapping. | Fast branding, no asset pollution |
| Souls-like Mortality | Risk-Reward Revival | READ: Revival/Corpse Run → Physics 3D. | High tension, player frustration risk |
| Wave-based Action | Combat Pacing Loop | READ: Waves → Combat. | Escalating tension, encounter design |
| Survival Economy | Harvesting Loop | READ: Harvesting → Inventory. | Resource scarcity, loop persistence |
| Racing / Speedrun | Validation Loop | READ: Time Trials → Input Buffer → Genre Racing. | High precision, ghost record drive |
| Horror / Stealth | Tension Management | READ: Genre Horror → Genre Stealth → Audio. | Atmosphere, player vulnerability |
| Card / Board Game | Rule Enforcement | READ: Genre Card Game → Turn System. | Deterministic state, UI heavy |
| Simulation / RTS | Batch Processing | READ: Genre Simulation → Genre RTS → Performance. | High unit counts, O(1) logic |
The "When NOT to Use a Node" Decision
One of the most impactful expert-only decisions. The Godot docs explicitly say "avoid using nodes for everything":
| Type | When to Use | Cost | Expert Use Case |
|---|---|---|---|
Object | Custom data structures, manual memory management | Lightest. Must call .free() manually. | Custom spatial hash maps, ECS-like data stores |
RefCounted | Transient data packets, logic objects that auto-delete | Auto-deleted when no refs remain. | DamageRequest, PathQuery, AbilityEffect — logic packets that don't need the scene tree |
Resource | Serializable data with Inspector support | Slightly heavier than RefCounted. Handles .tres I/O. | ItemData, EnemyStats, DialogueLine — any data a designer should edit in Inspector |
Node | Needs _process/_physics_process, needs to live in the scene tree | Heaviest — SceneTree overhead per node. | Only for entities that need per-frame updates or spatial transforms |
The expert pattern: Use RefCounted subclasses for all logic packets and data containers. Reserve Node for things that must exist in the spatial tree. This halves scene tree overhead for complex systems.
🔧 Part 3: Core Workflows
Workflow 1: Professional Scaffolding
From empty project to production-ready container.
MANDATORY — READ ENTIRE FILE: Foundations
- Organize by Feature (
/features/player/,/features/combat/), not by class type. Aplayer/folder contains the scene, script, resources, and tests for the player. - READ: Signal Architecture — Create
GlobalSignalBusautoload with < 15 events. - READ: GDScript Mastery — Enable
untyped_declarationwarning in Project Settings → GDScript → Debugging. - Apply Project Templates for base
.gitignore, export presets, and input map. - Use MCP Scene Builder if available to generate scene hierarchies programmatically.
[!CAUTION] Workflow 1 NEVER List
- NEVER use
res://paths in logic scripts. Use@export_fileor@export_dirto ensure resources remain valid when moved.- NEVER initialize children in
_init(). The scene tree isn't ready. Use_ready()or@onready.- NEVER keep "Default" project settings for
Physics Ticks. Set to 60 for consistency, or useEngine.physics_ticks_per_secondfor adaptive logic.- NEVER use
print()in_process()for debugging; use theDebuggerorpush_error()to avoid frame-time spikes.
Do NOT load combat, multiplayer, genre, or platform references during scaffolding.
Workflow 2: Entity Orchestration
Building modular, testable characters.
MANDATORY Chain — READ ALL: Composition → State Machine → CharacterBody2D or Physics 3D → Animation Tree Do NOT load UI, Audio, or Save/Load references for entity work.
- The State Machine queries an
InputComponent, never handles input directly. This allows AI/Player swap with zero refactoring. - The State Machine ONLY handles transitions. Logic belongs in Components.
MoveStatetellsMoveComponentto act, not the other way around. - Every entity MUST pass the F6 test: pressing "Run Current Scene" (F6) must work without crashing. If it crashes, your entity has scene-external dependencies.
[!CAUTION] Workflow 2 NEVER List
- NEVER call
parent.do_thing(). If the parent changes, the entity breaks. Emit a signalrequest_actioninstead.- NEVER use
_processfor movement. Use_physics_processto avoid jitter on variable-refresh-rate monitors.- NEVER hardcode animation names. Use a
StringNameconstant or aResourcemap to enable easy renaming inAnimationPlayer.- NEVER use
get_node()with absolute paths. Use%UniqueNameto survive tree refactoring.
Workflow 3: Data-Driven Systems
Connecting Combat, Inventory, Stats through Resources.
MANDATORY Chain — READ ALL: Resource Patterns → RPG Stats → Combat → Inventory
- Create ONE
ItemData.gdextendingResource. Instantiate it as 100.tresfiles instead of 100 scripts. - The HUD NEVER references the Player directly. It listens for
player_health_changedon the Signal Bus. - Enable "Local to Scene" on ALL
@export Resourcevariables, or callresource.duplicate()in_ready(). Failure to do this is Bug #1 in Part 8.
[!CAUTION] Workflow 3 NEVER List
- NEVER pass
Nodereferences in a Signal Bus. Objects get freed; RIDs or IDs are safer for long-term tracking.- NEVER modify a
.tresfile at runtime via code (it modifies the disk file). Always.duplicate()before modifying.- NEVER use
Arrayfor high-frequency search. UseDictionarywithStringNamekeys for O(1) lookups.- NEVER use
floatfor item counts or precise resource tracking; useintand scale for display.
Workflow 4: Persistence Pipeline
MANDATORY: Autoload Architecture → Save/Load → Scene Management
- Use dictionary-mapped serialization. Old save files MUST not corrupt when new fields are added — use
.get("key", default_value). - For procedural worlds: save the Seed plus a Delta-List of modifications, not the entire map. A 100MB world becomes a 50KB save.
[!CAUTION] Workflow 4 NEVER List
- NEVER save whole
ObjectorNodeinstances. They contain transient pointers. Extract data into aDictionaryor customResource.- NEVER use
JSONfor data that needs strict typing (e.g.,Vector2). Usevar_to_bytesorConfigFilefor structured Godot types.- NEVER block the main thread for auto-saves. Use a
ThreadorWorkerThreadPoolto serialize large dictionaries.- NEVER save to
res://in an exported project; strictly useuser://for persistent data.
Workflow 5: Performance Optimization
MANDATORY: Debugging/Profiling → Performance Optimization
Diagnosis-first approach (NEVER optimize blindly):
- High Script Time → Profile with built-in Profiler. Check if
_processis being called on hundreds of nodes. Move to single-manager pattern or Server APIs (see Part 6). - High Draw Calls → Use
MultiMeshInstancefor repetitive geometry. Batch materials with ORM textures. - Physics Stutter → Simplify collisions to primitive shapes. Load 2D Physics or 3D Physics. Check if
_processis used instead of `_p
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