godot-project-setup
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill godot-project-setupIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides standard Godot 4.x project templates and configuration guidelines. It follows best practices for game development directory structure and source control, containing no malicious code or suspicious activities.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
└── addons/
Why split layout?
- Assets managed by artists can be updated without touching script directories.
- Glob patterns in export presets are simpler (
assets/**stays separate fromscripts/**). - Easier to configure
.gitattributesbinary rules per directory. - Scales to teams where artists and programmers work in different areas.
Alternative: Co-Located Structure
For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.
res://
├── assets/
│ ├── audio/
│ ├── fonts/
│ └── textures/
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd # or Player.cs
│ │ └── player_state.gd
│ └── enemy/
│ ├── enemy.tscn
│ └── enemy.gd
├── levels/
│ ├── level_01/
│ │ ├── level_01.tscn
│ │ └── level_01.gd
│ └── main_menu/
│ ├── main_menu.tscn
│ └── main_menu.gd
├── systems/
│ ├── inventory/
│ └── dialogue/
├── autoloads/
├── resources/
└── addons/
.gitignore
# Godot editor data — never commit
.godot/
# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/
# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user
# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db
# GodotPrompter (if used in-project)
.godot-prompter-cache/
.gitattributes
Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.
# Default: normalize line endings to LF on commit
* text=auto eol=lf
# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf
# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf
# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binary
Project Settings
Configure these in Project > Project Settings or directly in project.godot.
Display
| Setting | Recommended value | Notes |
|---|---|---|
display/window/size/viewport_width | 1920 | Base resolution — art reference size |
display/window/size/viewport_height | 1080 | |
display/window/stretch/mode | canvas_items | Scales 2D content; use viewport for pixel-perfect |
display/window/stretch/aspect | keep | Adds letterbox/pillarbox; expand fills screen |
display/window/size/resizable | true | Allow window resize on desktop |
For pixel-art projects use stretch/mode = viewport and texture_filter = nearest on the root CanvasItem or globally via rendering/textures/canvas_textures/default_texture_filter.
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep), so onlyaspectneeds changing if you wantkeep's letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.
Input Map
Define actions in Project > Project Settings > Input Map rather than hard-coding key constants. This lets players rebind controls at runtime.
GDScript — reading input actions:
# Good: action-based (rebindable)
func _process(delta: float) -> void:
var direction := Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("jump"):
_jump()
# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.keycode == KEY_SPACE:
_jump()
C# — reading input actions:
// Good: action-based (rebindable)
public override void _Process(double delta)
{
float direction = Input.GetAxis("move_left", "move_right");
if (Input.IsActionJustPressed("jump"))
Jump();
}
// Avoid: hard-coded key checks
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey key && key.Keycode == Key.Space)
Jump();
}
Saving and restoring custom bindings at runtime (GDScript):
func save_bindings() -> void:
var config := ConfigFile.new()
for action in InputMap.get_actions():
if action.begins_with("ui_"):
continue # skip built-in UI actions
var events := InputMap.action_get_events(action)
config.set_value("bindings", action, events)
config.save("user://bindings.cfg")
func load_bindings() -> void:
var config := ConfigFile.new()
if config.load("user://bindings.cfg") != OK:
return
for action in config.get_section_keys("bindings"):
InputMap.action_erase_events(action)
for event in config.get_value("bindings", action):
InputMap.action_add_event(action, event)
Saving and restoring custom bindings at runtime (C#):
public void SaveBindings()
{
var config = new ConfigFile();
foreach (StringName action in InputMap.GetActions())
{
if (((string)action).StartsWith("ui_"))
continue; // skip built-in UI actions
var events = InputMap.ActionGetEvents(action);
config.SetValue("bindings", action, events);
}
config.Save("user://bindings.cfg");
}
public void LoadBindings()
{
var config = new ConfigFile();
if (config.Load("user://bindings.cfg") != Error.Ok)
return;
foreach (string action in config.GetSectionKeys("bindings"))
{
InputMap.ActionEraseEvents(action);
var events = (Godot.Collections.Array)config.GetValue("bindings", action);
foreach (InputEvent @event in events)
InputMap.ActionAddEvent(action, @event);
}
}
Autoloads
Register autoloads in Project > Project Settings > Globals > Autoload. Autoloads are singleton nodes available globally via their registered name.
Common Autoloads
| Name | Path | Purpose |
|---|---|---|
GameManager | autoloads/game_manager.gd | Game state, scene transitions, pause |
EventBus | autoloads/event_bus.gd | Decoupled signal relay |
AudioManager | autoloads/audio_manager.gd | Music, SFX, volume control |
SaveManager | autoloads/save_manager.gd | Save/load game data |
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
Minimal GameManager — GDScript
# autoloads/game_manager.gd
extends Node
signal scene_changed(scene_path: String)
signal game_paused(is_paused: bool)
var current_level: String = ""
var is_paused: bool = false
func change_scene(path: String) -> void:
current_level = path
scene_changed.emit(path)
get_tree().change_scene_to_file(path)
func set_paused(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func quit_game() -> void:
get_tree().quit()
Minimal GameManager — C#
// autoloads/GameManager.cs
using Godot;
public partial class GameManager : Node
{
[Signal]
public delegate void SceneChangedEventHandler(string scenePath);
[Signal]
public delegate void GamePausedEventHandler(bool isPaused);
public string CurrentLevel { get; private set; } = "";
public bool IsPaused { get; private set; }
public void ChangeScene(string path)
{
CurrentLevel = path;
EmitSignal(SignalName.SceneChanged, path);
GetTree().ChangeSceneToFile(path);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
GetTree().Paused = paused;
EmitSignal(SignalName.GamePaused, paused);
}
public void QuitGame() => GetTree().Quit();
}
Minimal EventBus — GDScript
# autoloads/event_bus.gd
extends Node
# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.
signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)
Nodes connect with:
EventBus.player_died.connect(_on_player_died)
EventBus.player_died.emit()
C# Project Setup
.csproj
When you enable C# support Godot generates a .csproj. Keep it minimal and set the target framework to net8.0:
<Project Sdk="Godot.NET.Sdk/4.3.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<RootNamespace>MyGame</RootNamespace>
</PropertyGroup>
</Project>
Replace MyGame with your project name. The namespace must match across all C# scripts to avoid registration errors.
partial class Requirement
Every C# class that extends a Godot type must be declared partial. Godot's source generator adds the registration code in a companion partial file.
// Correct
public partial class Player : CharacterBody2D { }
// Wrong — will not register with Godot
public class Player : CharacterBody2D { }
Namespace Convention
Use a single root namespace for the project. Sub-namespaces are optional but keep them shallow:
namespace MyGame.Characters; // OK
namespace MyGame.UI; // OK
namespace MyGame.Systems.Inventory.Data.Containers; // Too deep — flatten
Signal Declaration in C#
Signals must use the [Signal] attribute with a delegate ending in EventHandler:
[Signal]
public delegate void HealthChangedEventHandler(int newHealth, int maxHealth);
// Emit
EmitSignal(SignalName.HealthChanged, health, maxHealth);
// Connect
someNode.HealthChanged += OnHealthChanged;
// Disconnect
someNode.HealthChanged -= OnHealthChanged;
Project Setup Checklist
Use this checklist after scaffolding a new project to verify everything is in place.
- Directory structure created (
assets/,scenes/,scripts/or co-located layout) -
.gitignorecreated and includes.godot/,.mono/,bin/,obj/ -
.gitattributescreated with LF normalization and binary asset rules -
project.godot— viewport resolution set (1920x1080 or project target) -
project.godot— stretch mode configured (canvas_itemsorviewport) - Input Map actions defined for all player inputs (no hard-coded key constants)
- Autoloads registered:
GameManager,EventBus,AudioManager,SaveManager - Autoload scripts created under
autoloads/(orscripts/autoloads/) - Autoloads are process mode
Alwaysif they must run while paused - For C# projects:
.csprojtargetsnet8.0,RootNamespaceset,Nullableenabled - For C# projects: all node scripts use
partial class - Initial commit on
mainbranch before adding game content - The project's agent instructions file (
CLAUDE.md, orAGENTS.md/GEMINI.mdif that is what the repo maintains) contains a## GodotPromptersection with the skill invocation rule (seegodot-prompter:godot-brainstormingfor content) - CI pipeline (optional but recommended): runs
godot --headless --check-onlyon GDScript files
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/jame581/godotprompter/godot-project-setup">View godot-project-setup on skillZs</a>