Architectural Thinking: The "Wave-State" Pattern
A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.
Core Responsibilities
- Manager: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
- Spawner: Decoupled nodes that provide spatial context for where enemies appear (
wave_spawner.gd / wave_weighted_spawner.gd).
- Resource: Immutable data containers that allow designers to rebalance the game without touching code.
Density Decision Tree (pick scale before coding)
| Live density |
Approach |
MANDATORY loads |
| Under ~80 SceneTree enemies |
Node manager + Marker spawners |
wave_manager.gd, wave_spawner.gd, wave_resource.gd |
| Swarm visuals / hundreds |
MultiMesh + weighted composition |
wave_loop_patterns.gd (MultiMesh / async path), wave_weighted_spawner.gd |
| ~10k bodies |
PhysicsServer / NavigationServer RIDs (no per-mob Node) |
wave_loop_patterns.gd server-RID patterns; do not scale wave_manager node spawns |
wave_manager.gd is the SceneTree golden path (deferred add_child, group/signal clear counts, optional pool). Treat it as prototype→mid-scale — for RID swarms, follow wave_loop_patterns.gd instead of instantiating thousands of nodes.
Composition Golden Path
- Author a wave_resource.gd composition table.
- Place wave_spawner.gd Markers (or wave_weighted_spawner.gd when variety weights matter).
- Point wave_manager.gd
spawner at that Marker; manager defers spawn and clears via &"enemies" group + signals.
- When weights replace fixed counts, call
WaveWeightedSpawner.spawn_enemy() from the composition loop (or set manager spawner to the weighted node).
Expert Code Patterns
1. The Async Wave Trigger
Use await timers in wave_manager.gd — MANDATORY read before writing a custom timeline. Spawns use call_deferred(&"add_child", …); clear via signals/groups (not get_children() scans).
2. Composition-Based Spawning
Define variety in wave_resource.gd; place units with wave_spawner.gd / wave_weighted_spawner.gd. Do not hardcode scene paths in the manager.
Master Decision Matrix: Progression
| Pattern |
Best For |
Logic |
| Linear |
Story missions |
Hand-crafted list of WaveResource. |
| Endless |
Survival modes |
Code-generated WaveResource with multiplier math. |
| Triggered |
RPG Encounters |
Wave starts only when player enters an Area3D. |
NEVER Do
- NEVER iterate through get_children() to find all enemies — This is extremely slow. Always add enemies to an "enemies" group and use
get_tree().get_nodes_in_group(&"enemies") for efficient access.
- NEVER constantly instantiate() and queue_free() hundreds of enemies — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
- NEVER spawn thousands of separate MeshInstance3D nodes for swarms — This will tank your draw calls. Use
MultiMeshInstance3D to batch thousands of meshes into a single GPU call.
- NEVER calculate pathfinding for hundreds of agents on the main thread — This will freeze your game. Enable
use_async_iterations on your navigation regions or use NavigationServer3D.query_path().
- NEVER forget to check is_inside_tree() before adding a child — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
- NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs — They will all share the exact same health/stats. Always call
base_stats.duplicate_deep() to give each mob its own unique data.
- NEVER use standard strings for high-frequency group calls — Always use
StringName (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.
- NEVER spawn entities directly inside physics callbacks synchronously — Instantiating nodes during physics steps can corrupt the physics state. Always use
call_deferred(&"add_child", enemy).
- NEVER leave CollisionShapes on dead enemies active — Corpses will block towers and navigation. Use
set_deferred("disabled", true) immediately upon death.
- NEVER synchronize complex Object types via MultiplayerSynchronizer — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
- NEVER auto-start waves without player feedback — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
- NEVER hardcode spawn positions at (0,0,0) — Use
Marker3D nodes in the editor so you can visually adjust spawn points without digging into code.
- NEVER check wave completion by counting children every frame — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
- NEVER use the same navigation map for every entity type — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
- NEVER scale collision shapes non-uniformly for spawners — This breaks the collision detection math. Adjust the shape resource properties instead.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
wave_loop_patterns.gd
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
wave_manager.gd
Orchestrates the timeline, delays between waves, and tracks clear via group counts + signals. Uses call_deferred add_child; optional pool via use_pool / recycle_enemy.
wave_resource.gd
Data containers for wave compositions and difficulty settings.
wave_spawner.gd
Marker3D spatial portal — get_spawn_position() with optional radius jitter. Wire as WaveManager.spawner.
wave_weighted_spawner.gd
Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts.
Expert Wave Patterns
1. Occlusion Culling for Swarms
To optimize performance with hundreds of enemies, enable Occlusion Culling.
- Setup: Add an
OccluderInstance3D to your arena and bake it.
- Result: Enemies completely hidden behind walls/pillars won't be processed by the GPU, significantly boosting FPS.
2. Wave UI Architecture
Decouple your wave data from the UI using a CanvasLayer and signals.
- Wave Counter: Display current/total waves.
- Health Bars: Use a
TextureProgressBar on a CanvasLayer for bosses, or Sprite3D with a viewport texture for individual enemy health bars.
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
- wave-expert-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Resources —
WaveResource compositions and delays stay designer-editable without hardcoding spawn tables in managers.
- Nodes and scene instances —
PackedScene.instantiate() plus add_child / call_deferred is the safe spawn path for wave enemies.
- Groups — track live mobs with
StringName groups and get_node_count_in_group instead of scanning children every frame.
- Idle and Physics Processing — keep pacing on timers/
await; never instantiate mid-physics callback without deferring.
- SceneTreeTimer — pre-wave delays and spawn-rate gaps via
create_timer without a forever _process countdown.
- Using signals —
wave_started / wave_cleared / all_waves_complete decouple UI, audio, and combat from the manager timeline.
- Background loading —
ResourceLoader.load_threaded_request bosses/heavy waves so first spawn does not hitch.
- Random number generation — weighted composition and spawn jitter with
RandomNumberGenerator.rand_weighted.
- Using MultiMesh — batch swarm visuals when hundreds of minions would explode draw calls.
- Occlusion culling — hide off-camera arena mobs so dense waves stay GPU-affordable.
- Navigation introduction (3D) — async agent paths and separate maps for flying vs walking wave units.
- Using Servers — PhysicsServer3D/NavigationServer3D RID swarms when SceneTree nodes cannot scale.
Related Skills
Prerequisites
Complements
- godot-signal-architecture — ownership of wave/UI/combat signals so countdown and clear events stay leak-free.
- godot-combat-system — hitboxes, death, and damage that decrement active-enemy counters when a wave unit dies.
- godot-navigation-pathfinding — NavigationServer queries, avoidance masks, and maps for pathing hundreds of wave agents.
- godot-scene-management — pools, threaded loads, and safe add/remove when waves churn PackedScenes.
- godot-performance-optimization — MultiMesh, occlusion, and server-side bodies for swarm density budgets.
- godot-monte-carlo-balancer — style-matrix sampling of spawn counts, rates, and difficulty curves before shipping endless modes.
Downstream / consumers
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
1---2name: godot-game-loop-waves3description: Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.4---56## Architectural Thinking: The "Wave-State" Pattern78A Master implementation treats waves as **Data-Driven Transitions**. Instead of hardcoding spawn counts, use a `WaveResource` to define "Encounters" that the `WaveManager` processes sequentially.910### Core Responsibilities11- **Manager**: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).12- **Spawner**: Decoupled nodes that provide spatial context for where enemies appear (`wave_spawner.gd` / `wave_weighted_spawner.gd`).13- **Resource**: Immutable data containers that allow designers to rebalance the game without touching code.1415## Density Decision Tree (pick scale before coding)1617| Live density | Approach | MANDATORY loads |18| :--- | :--- | :--- |19| **Under ~80 SceneTree enemies** | Node manager + Marker spawners | [wave_manager.gd](scripts/wave_manager.gd), [wave_spawner.gd](scripts/wave_spawner.gd), [wave_resource.gd](scripts/wave_resource.gd) |20| **Swarm visuals / hundreds** | MultiMesh + weighted composition | [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd) (MultiMesh / async path), [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd) |21| **~10k bodies** | PhysicsServer / NavigationServer RIDs (no per-mob Node) | [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd) server-RID patterns; do **not** scale `wave_manager` node spawns |2223`wave_manager.gd` is the SceneTree golden path (deferred `add_child`, group/signal clear counts, optional pool). Treat it as **prototype→mid-scale** — for RID swarms, follow `wave_loop_patterns.gd` instead of instantiating thousands of nodes.2425## Composition Golden Path26271. Author a [wave_resource.gd](scripts/wave_resource.gd) composition table.282. Place [wave_spawner.gd](scripts/wave_spawner.gd) Markers (or [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd) when variety weights matter).293. Point [wave_manager.gd](scripts/wave_manager.gd) `spawner` at that Marker; manager defers spawn and clears via `&"enemies"` group + signals.304. When weights replace fixed counts, call `WaveWeightedSpawner.spawn_enemy()` from the composition loop (or set manager `spawner` to the weighted node).3132## Expert Code Patterns3334### 1. The Async Wave Trigger35Use `await` timers in [wave_manager.gd](scripts/wave_manager.gd) — **MANDATORY read** before writing a custom timeline. Spawns use `call_deferred(&"add_child", …)`; clear via signals/groups (not `get_children()` scans).3637### 2. Composition-Based Spawning38Define variety in [wave_resource.gd](scripts/wave_resource.gd); place units with [wave_spawner.gd](scripts/wave_spawner.gd) / [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd). Do not hardcode scene paths in the manager.3940## Master Decision Matrix: Progression4142| Pattern | Best For | Logic |43| :--- | :--- | :--- |44| **Linear** | Story missions | Hand-crafted list of `WaveResource`. |45| **Endless** | Survival modes | Code-generated `WaveResource` with multiplier math. |46| **Triggered** | RPG Encounters | Wave starts only when player enters an `Area3D`. |4748## NEVER Do4950- **NEVER iterate through get_children() to find all enemies** — This is extremely slow. Always add enemies to an "enemies" group and use `get_tree().get_nodes_in_group(&"enemies")` for efficient access.51- **NEVER constantly instantiate() and queue_free() hundreds of enemies** — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.52- **NEVER spawn thousands of separate MeshInstance3D nodes for swarms** — This will tank your draw calls. Use `MultiMeshInstance3D` to batch thousands of meshes into a single GPU call.53- **NEVER calculate pathfinding for hundreds of agents on the main thread** — This will freeze your game. Enable `use_async_iterations` on your navigation regions or use `NavigationServer3D.query_path()`.54- **NEVER forget to check is_inside_tree() before adding a child** — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.55- **NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs** — They will all share the exact same health/stats. Always call `base_stats.duplicate_deep()` to give each mob its own unique data.56- **NEVER use standard strings for high-frequency group calls** — Always use `StringName` (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.57- **NEVER spawn entities directly inside physics callbacks synchronously** — Instantiating nodes during physics steps can corrupt the physics state. Always use `call_deferred(&"add_child", enemy)`.58- **NEVER leave CollisionShapes on dead enemies active** — Corpses will block towers and navigation. Use `set_deferred("disabled", true)` immediately upon death.59- **NEVER synchronize complex Object types via MultiplayerSynchronizer** — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.60- **NEVER auto-start waves without player feedback** — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.61- **NEVER hardcode spawn positions at (0,0,0)** — Use `Marker3D` nodes in the editor so you can visually adjust spawn points without digging into code.62- **NEVER check wave completion by counting children every frame** — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.63- **NEVER use the same navigation map for every entity type** — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.64- **NEVER scale collision shapes non-uniformly for spawners** — This breaks the collision detection math. Adjust the shape resource properties instead.6566---6768## Available Scripts6970> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.7172### [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd)7310 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.7475### [wave_manager.gd](scripts/wave_manager.gd)76Orchestrates the timeline, delays between waves, and tracks clear via group counts + signals. Uses `call_deferred` add_child; optional pool via `use_pool` / `recycle_enemy`.7778### [wave_resource.gd](scripts/wave_resource.gd)79Data containers for wave compositions and difficulty settings.8081### [wave_spawner.gd](scripts/wave_spawner.gd)82`Marker3D` spatial portal — `get_spawn_position()` with optional radius jitter. Wire as `WaveManager.spawner`.8384### [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd)85Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts.8687---8889## Expert Wave Patterns9091### 1. Occlusion Culling for Swarms92To optimize performance with hundreds of enemies, enable **Occlusion Culling**.93- **Setup**: Add an `OccluderInstance3D` to your arena and bake it.94- **Result**: Enemies completely hidden behind walls/pillars won't be processed by the GPU, significantly boosting FPS.9596### 2. Wave UI Architecture97Decouple your wave data from the UI using a `CanvasLayer` and signals.98- **Wave Counter**: Display current/total waves.99- **Health Bars**: Use a `TextureProgressBar` on a `CanvasLayer` for bosses, or `Sprite3D` with a viewport texture for individual enemy health bars.100101## Expert knowledge (on demand)102103> **LLM-ignorance rule:** If a general agent would not know it before reading, load the reference — never delete expert deltas.104105- [wave-expert-patterns.md](references/wave-expert-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth)106107## Reference108109> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.110111### Official Documentation112- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — `WaveResource` compositions and delays stay designer-editable without hardcoding spawn tables in managers.113- [Nodes and scene instances](https://docs.godotengine.org/en/stable/tutorials/scripting/nodes_and_scene_instances.html) — `PackedScene.instantiate()` plus `add_child` / `call_deferred` is the safe spawn path for wave enemies.114- [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — track live mobs with `StringName` groups and `get_node_count_in_group` instead of scanning children every frame.115- [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — keep pacing on timers/`await`; never instantiate mid-physics callback without deferring.116- [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — pre-wave delays and spawn-rate gaps via `create_timer` without a forever `_process` countdown.117- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — `wave_started` / `wave_cleared` / `all_waves_complete` decouple UI, audio, and combat from the manager timeline.118- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader.load_threaded_request` bosses/heavy waves so first spawn does not hitch.119- [Random number generation](https://docs.godotengine.org/en/stable/tutorials/math/random_number_generation.html) — weighted composition and spawn jitter with `RandomNumberGenerator.rand_weighted`.120- [Using MultiMesh](https://docs.godotengine.org/en/stable/tutorials/performance/using_multimesh.html) — batch swarm visuals when hundreds of minions would explode draw calls.121- [Occlusion culling](https://docs.godotengine.org/en/stable/tutorials/3d/occlusion_culling.html) — hide off-camera arena mobs so dense waves stay GPU-affordable.122- [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — async agent paths and separate maps for flying vs walking wave units.123- [Using Servers](https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html) — PhysicsServer3D/NavigationServer3D RID swarms when SceneTree nodes cannot scale.124125### Related Skills126127#### Prerequisites128- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, exports, and groups before wiring a WaveManager into an arena.129- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — typed `await`, signals, and `call_deferred` patterns the async wave trigger depends on.130- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — `Resource`/`@export` composition and `duplicate_deep` so spawned mobs do not share stats.131132#### Complements133- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — ownership of wave/UI/combat signals so countdown and clear events stay leak-free.134- [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — hitboxes, death, and damage that decrement active-enemy counters when a wave unit dies.135- [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — NavigationServer queries, avoidance masks, and maps for pathing hundreds of wave agents.136- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — pools, threaded loads, and safe add/remove when waves churn PackedScenes.137- [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — MultiMesh, occlusion, and server-side bodies for swarm density budgets.138- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — style-matrix sampling of spawn counts, rates, and difficulty curves before shipping endless modes.139140#### Downstream / consumers141- [godot-genre-tower-defense](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-tower-defense/SKILL.md) — lane/portal waves driven by WaveResource sequences and clear-win conditions.142- [godot-genre-shooter](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-shooter/SKILL.md) — arena/horde spawn pacing and enemy variety for wave shooters.143- [godot-genre-survival](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-survival/SKILL.md) — endless multiplier waves and pressure ramps built on the same manager loop.144145#### Master146- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.