Agent skill · Audited from source
godot-gdscript
skill · gamedev-skills/awesome-gamedev-agent-skillsApache-2.0 licenceAudited 31 Oct 2026 · source 77df9453bb1b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 77df9453bb1b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in…
Cite
Cite this page
ModelsAtlas. “godot-gdscript (gamedev-skills/awesome-gamedev-agent-skills)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/gamedev-skills/godot-gdscript
Trust audit
Audit 0.4.1 · source read 31 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 77df9453bb1b · 31 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publishergamedev-skills GitHub organizationOwner of the repository this skill is read from
- Source foldergamedev-skills/awesome-gamedev-agent-skills/skills/godot/godot-gdscriptThe exact folder we audited
- LicenceApache-2.0As the repository states it
- Commit pinned for this verdict77df9453bb1bA new audit runs when the source changes
- Repository statusNot archivedLast push 3 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in…
---
name: godot-gdscript
description: >
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle
(_ready/_process/_physics_process), @export/@onready/@tool annotations,
signals, and await for asynchronous flow. Use when editing .gd scripts in a
Godot project (project.godot), writing or debugging GDScript, or porting 3.x
GDScript to 4.x (function signatures, yield to await, export to @export).
---
# Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal
system the way the engine intends. Targets **Godot 4.7** (GDScript 2.0).
## When to use
- Use when writing or fixing `.gd` files: declaring variables, functions, classes,
using `@export`/`@onready`, connecting signals, or awaiting coroutines/signals.
- Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
**When *not* to use:** scene/node structure and instancing questions →
`godot-nodes-scenes`; signal *architecture*/decoupling patterns →
`godot-signals-groups`; using C# instead of GDScript → `godot-csharp`.
## Core workflow
1. **Type everything you can.** GDScript 2.0 supports static types
(`var hp: int = 10`, `func add(a: int, b: int) -> int:`). Types catch errors at
parse time and speed up the VM. Use `:=` for inferred types.
2. **Use the lifecycle callbacks for their purpose:** `_ready()` once when the node
and its children enter the tree; `_process(delta)` every rendered frame;
`_physics_process(delta)` on the fixed physics tick (use it for movement/physics).
3. **Grab node references with `@onready`**, not in `_init()` — children do not exist
until the node enters the tree.
4. **Expose tunables with `@export`** so designers edit them in the Inspector.
5. **React to events with signals + `await`**, not polling, where it reads cleanly.
6. **Run and read errors.** The Debugger panel prints typed errors with line numbers;
fix the first error first (later ones are often cascades).
## Patterns
### 1. A typed script with lifecycle, @export, and @onready
```gdscript
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
```
### 2. Signals: declare, emit, connect (4.x Callable syntax)
```gdscript
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = maxi(health - amount, 0) # maxi/maxf are typed; max() returns Variant
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
```
### 3. await — pause until a timer or signal fires (replaces 3.x yield)
```gdscript
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
```
### 4. Lambdas, typed arrays, and safe access
```gdscript
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
```
## Pitfalls
- **3.x → 4.x signal API changed.** `emit_signal("x")` still works but prefer
`x.emit(...)`; `connect("x", self, "_on_x")` is gone — use `x.connect(_on_x)` with a
Callable. `yield(obj, "sig")` is now `await obj.sig`.
- **`export var` is now `@export var`** (annotation). Likewise `onready`→`@onready`,
`tool`→`@tool`, `remote`/`master` RPC keywords → the `@rpc(...)` annotation.
- **`@onready` and `$NodePath` in `_init()` fail** — the node isn't in the tree yet.
Initialize node references in `_ready()` or with `@onready`.
- **Integer division truncates.** `5 / 2 == 2`. Use `5.0 / 2` or cast to `float`.
- **`_process` vs `_physics_process`.** Put `move_and_slide()` and physics in
`_physics_process(delta)`; using `_process` makes motion frame-rate dependent.
- **`class_name` must be unique** project-wide and is required to use the type name in
other scripts or as an Inspector type.
- **An override stops parsing after upgrading to 4.7** → since 4.7 an overriding method
inherits the parent's typed return, so every path must `return` a value (add
`return null` at the end if needed). Also new in 4.7: setting one element of a packed
array property (`points[0] = v`) no longer calls that property's setter; reassign the
whole array if the setter must run.
## References
- For the full annotation list, advanced typing, and style conventions, read
`references/annotations-and-typing.md`.
## Related skills
- `godot-nodes-scenes` — the scene tree, instancing, and autoloads.
- `godot-signals-groups` — event-driven architecture with signals and groups.
- `godot-resources` — data-driven design with custom `Resource` types.
- `godot-csharp` — the same engine concepts using C#/.NET.Excerpt, first 5,690 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 77df945
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills git -C awesome-gamedev-agent-skills checkout 77df9453bb1b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 77df9453bb1b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
77df9453bb1b
README badge
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Sources
- github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main — the audited source at commit 77df9453bb1b and every finding aboveObserved · 31 Oct 2026
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- What does the godot-gdscript skill do?
- Is godot-gdscript safe to install?
- What can godot-gdscript access on my machine?