godot-composition-apps
Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-composition-appsIs this agent skill safe to install?
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No security risks or malicious patterns were detected in this skill. The files contain standard Godot architectural guidelines and boilerplate scripts using composition and orchestrator design patterns.
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No alerts
- Snykpass
Risk: LOW · No issues
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What does this agent skill do?
Godot Composition & Architecture (Apps & UI)
Decision Gate — App vs Gameplay Entity
| Root node / task | Route |
|---|---|
| Control, EditorPlugin, tool window, settings dock, form UI | Stay here — Orchestrator + components |
| Player, Enemy, Weapon, Hitbox, gameplay CharacterBody | godot-composition — not this skill |
App-only gate: If the node is a gameplay actor (Player/Enemy/Weapon/Hitbox), use godot-composition. This skill owns Control / EditorPlugin / tool composition.
The Core Philosophy
The Litmus Test (Rock Test)
Before writing a script, ask: "If I attached this script to a literal rock, would it still function?"
- Pass: An
AuthComponenton a rock allows the rock to log in. (Context Agnostic) - Fail: A
LoginFormscript on a rock tries to grab text fields the rock doesn't have. (Coupled)
MANDATORY: Validate new components with comp_rock_test_boilerplate.gd.
The Backpack Model (Has-A > Is-A)
Treat the Root Node as an empty Backpack.
- Wrong:
SubmitButtonextendsAnimatedButtonextendsBaseButton. - Right: Root HAS-A
AnimationComponentand HAS-ANetworkRequestComponent.
The Hierarchy of Power (Communication Rules)
| Direction | Source → Target | Method | Reason |
|---|---|---|---|
| Downward | Orchestrator → Component | Function Call | Manager owns the workers. |
| Upward | Component → Orchestrator | Signals | Workers are blind. |
| Sideways | Component A ↔ Component B | FORBIDDEN | Siblings never talk directly. |
Sideways Fix: Component A signals the Orchestrator; Orchestrator calls Component B.
Available Scripts
MANDATORY: Read the matching script before implementing the pattern. Do not reinvent Orchestrator wiring inline.
comp_rock_test_boilerplate.gd
MANDATORY first read — Attach-candidate-to-literal-rock harness that fails hard-coupled components early.
comp_orchestrator_base.gd
MANDATORY when creating any App/UI root — Signal-up / call-down wiring skeleton (0% business math).
comp_logic_visual_syncer.gd
MANDATORY for VLS — Logic emits state_changed; visuals/animations react without logic knowing AnimationPlayer/Theme.
comp_base_component.gd
Shared component lifecycle + dependency validation for app workers.
comp_dependency_injector.gd
Typed export / registry injection so Orchestrators avoid brittle $ paths.
clipboard_copier.gd
Context-agnostic clipboard worker — pairs with orchestrator toast pattern (see references).
comp_data_driven_config.gd
Resource-backed config for tool settings and form defaults.
comp_persistence_component.gd
MANDATORY for saveable UI/tool state — Registers Saveable group + get_save_data() without putting I/O in visuals.
comp_ability_sequencer.gd
Ordered multi-step tool workflows (wizard pages, export pipelines) as child steps.
comp_health_component.gd / comp_hitbox_component.gd
Only when an app/tool simulates entities; prefer godot-composition for real games.
The Orchestrator Pattern
Root script (LoginScreen.gd, UserProfile.gd, EditorPlugin dock root) is an Orchestrator:
- Math/Logic: 0% · State wiring: 100%
- Job: listen to component signals → call other component methods
MANDATORY: Extend patterns from comp_orchestrator_base.gd.
| Concept | App/UI Example |
|---|---|
| Orchestrator | UserProfile.gd / Editor dock root |
| Logic component | AuthValidator |
| VLS | AuthVisualSyncer via comp_logic_visual_syncer.gd |
| Theme ownership | Separate theme component — never mutated inside form logic |
| Focus ownership | Orchestrator grants/releases Control focus; components never steal siblings' focus |
Implementation Standards
- Type Safety —
class_nameon components; no untyped core architecture. - Dependency Injection —
@export var auth: AuthComponent(Inspector /%UniqueNames). NEVERget_node("Path/To/Child")for components. - Stateless workers — Orchestrator passes data into functions; components do not scrape sibling Controls.
NEVER Do (Expert Architectural Rules)
Hierarchy & Dependencies
- NEVER use get_parent() to fetch data — Inject via
@exportor function args. - NEVER talk sideways — Signal up; Orchestrator calls down.
- NEVER use brittle Node Paths — Prefer
@export/%.
Logic & State
- NEVER put business logic in the Orchestrator — Only
_on_signaldelegators. - NEVER store global state in individual components — Shared Context Resource or Autoload.
- NEVER assume a component's parent is a specific type — Rock Test failure.
Polish & Orchestration
- NEVER skip signal cleanup — Disconnect on exit / use CONNECT_ONE_SHOT where appropriate.
- NEVER let Logic know about Visuals — Emit; VLS / Orchestrator plays animations and applies Theme.
Fragile App Workflow: Saveable + Theme Ownership
Do not put save I/O or Theme mutation inside form Controls. Route through components:
- MANDATORY comp_persistence_component.gd on the Orchestrator (or a dedicated Saveable child) —
add_to_group("Saveable")+get_save_data(). - Theme / StyleBox changes belong in a theme component (theme_manager.gd) called down by the Orchestrator after logic signals success/failure.
- Focus: Orchestrator owns
grab_focus()after validation failures so logic stays Control-agnostic.
# settings_dock_orchestrator.gd (pattern — wire via @export, not $)
extends Control
@export var persistence: CompPersistenceComponent
@export var theme_mgr: Node # theme_manager.gd API
@export var form_logic: Node
func _ready() -> void:
form_logic.settings_valid.connect(_on_settings_valid)
form_logic.settings_invalid.connect(_on_settings_invalid)
func _on_settings_valid(payload: Dictionary) -> void:
theme_mgr.apply_user_theme(payload.get("theme_id"))
# Save systems collect via Saveable group — persistence component stays dumb
func _on_settings_invalid(field: StringName) -> void:
# Orchestrator owns focus; logic never touches sibling LineEdits
var target := get_node_or_null("%" + String(field))
if target is Control:
target.grab_focus()
Expert Composition Patterns (Apps)
1. App-Level Service Locator
Prefer Engine.register_singleton() for lightweight non-Node services (Auth, Config) instead of dozens of Autoload Nodes [6].
2. Visual-Logic-Syncers (VLS)
MANDATORY comp_logic_visual_syncer.gd — logic never calls AnimationPlayer.play().
3. O(1) Component Registry
Orchestrator Dictionary registry for dashboard modules — still no sideways calls; registry is Orchestrator-private lookup.
MANDATORY for clipboard/share orchestrator examples and service-locator depth: app-orchestrator-examples.md. Do NOT Load when comp_orchestrator_base.gd covers your screen.
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
- Scene organization — Canonical signal-up / call-down ownership so Orchestrators wire components without sibling coupling.
- When and how to avoid using nodes for everything — Prefer Resources/RefCounted for pure data and logic services so components stay lean and rock-testable.
- Godot interfaces — Duck-typed method contracts (
has_method) that let composition work without deep inheritance trees. - What are Godot classes? — Why Godot favors scene composition (Has-A) over classical Is-A hierarchies for reusable behaviors.
- Using signals — Upward component→Orchestrator events that keep workers blind to parents and siblings.
- GDScript exports — Typed
@exportdependency injection that replaces brittleget_nodepaths in the Inspector. - Scene Unique Nodes —
%UniqueNamefor Orchestrator-local Control/Button wiring without string path fragility. - Resources — Data-driven
.tresconfigs so values stay outside logic components. - Groups — Mass registration (e.g. Saveable/Components) for Orchestrator registries without hard sibling refs.
- Autoloads versus regular nodes — When a scene-local Orchestrator beats a global Autoload for app/UI composition.
- Singletons (Autoload) — Safe registration of cross-scene services when a true app-level locator is justified.
- Saving games — Persistence patterns that map cleanly onto modular saveable components.
Related Skills
Prerequisites
- godot-project-foundations — Project layout, Autoload registration, and scene ownership that Orchestrators and components plug into.
- godot-gdscript-mastery — Typed exports, signals, and
class_namefluency required before dependency injection and rock-testable components. - godot-composition — Core Has-A component model (game-focused sibling); this skill specializes the same rules for Apps/Tools/UI.
Complements
- godot-signal-architecture — Connect flags, ghost cleanup, and EventBus patterns Orchestrators use for upward wiring.
- godot-autoload-architecture — Boot order and ownership when composition needs a thin global service instead of scene-local state.
- godot-resource-data-patterns — Custom Resources and hot-swap
.tresconfigs that feed data-driven components. - godot-ui-containers — Control trees that should signal intent upward while Orchestrators call down into layout.
- godot-ui-theming — Theme/visual syncers stay separate from auth/form logic under the VLS pattern.
- godot-scene-management — Scene swaps must re-inject exports and reconnect Orchestrator wiring without sideways sibling links.
- godot-testing-patterns — Rock-test and signal spies that prove components stay context-agnostic.
Downstream / consumers
- godot-save-load-systems — Consumes Saveable-group persistence components for modular app state.
- godot-ability-system — Ability nodes as child components sequenced by an Orchestrator without inheritance trees.
- godot-state-machine-advanced — State nodes compose beside logic/visual syncers; FSM owns transitions, not sibling chatter.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.
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/thedivergentai/gd-agentic-skills/godot-composition-apps">View godot-composition-apps on skillZs</a>