Godot Core
Last verified: 2026-03-30
Primary sources:
- https://developers.openai.com/codex/skills/#best-practices
- https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html
- https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html
- https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html
When to use this
- day-to-day Godot gameplay, UI, and systems work that spans more than a narrow one-file change
- multi-file bug fixing or cleanup that is not primarily a scene-interface rename or move
- architecture or coupling review
- performance diagnosis that needs evidence and project-aware validation
- plan-first Godot work where the right implementation path is not obvious yet
When not to use this
- explicit node-name, node-path, scene-path, or signal-interface refactors
- preset-driven export or release execution
- Web deployment, hosting, cache, or browser-runtime incidents
- Godot Web CJK glyph or packaged-font failures
Inputs
- goal or failure summary
- affected scenes, scripts, systems, or folders if known
- project root and pinned Godot version if known
- target platform constraints if relevant
- project validation commands if available
Required workflow
- Run
scripts/godot_project_snapshot.sh <project-root>or perform an equivalent read-only scan before editing. - Read official Godot docs first for API and engine-behavior decisions; load local references only after the source-of-truth path is clear.
- Produce a short plan before editing when the change touches multiple systems, multiple scenes, or a performance-sensitive surface.
- Keep edits local, preserve scene ownership, and follow existing project patterns unless the task explicitly asks for a structural change.
- Run the nearest available formatter, linter, and test or smoke commands in order, then report exact commands and summarized results or gaps.
Guardrails
- Prefer the project's pinned Godot version over the generic plugin baseline.
- Do not silently expand ordinary engineering work into a scene-interface refactor, release flow, or Web-specific incident task.
- Do not edit
addons/unless the user explicitly requests it. - Treat performance claims as evidence-backed work: capture the symptom, the likely cause, and the validation result.
- Keep mini-game or platform-product constraints explicit in project docs and
AGENTS.mdrather than hiding them in generic workflow assumptions.
Done when
- the scope and chosen workflow are stated
- the implementation or refactor path follows project patterns and official-doc guidance
- exact validation commands or validation gaps are reported
- likely regression surfaces or residual risks are named
Positive examples
Use $godot-core to review this Godot combat architecture, reduce coupling, and propose a plan-first refactor with validation commands.Implement a save/load cleanup across scenes and scripts with $godot-core and keep the change set narrow.
Negative example
Use $godot-export-release to export the Web preset and list signing or preset risks.
Helpful local references
scripts/godot_project_snapshot.shreferences/llm.txtreferences/llm-medium.txtreferences/05-plan-first.mdreferences/50-testing.mdreferences/60-decoupling.mdreferences/70-debug-perf.md