godot-game-loop-collection
Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-collectionIs this agent skill safe to install?
- Gen Agent Trust Hubpass
No security risks or malicious patterns were identified in this skill. The repository contains safe, standard Godot engine source code and documentation for implementing game loops, collectible systems, and scavenger hunts.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
4/4 files flagged
What does this agent skill do?
NEVER Do (collection landmines)
- NEVER reuse or omit stable collectible IDs — Duplicate IDs double-count or overwrite; missing IDs break completion % and saves.
- NEVER count the same Area overlap twice —
body_enteredcan re-fire on re-entry; gate with "already collected" / one-shot disable of monitoring. - NEVER persist NodePaths as the identity of collectibles — Paths break on scene moves; save IDs (StringName / int), not
get_path(). - NEVER soft-lock the last item — If compass / spawn logic depends on "remaining > 1", the final pickup becomes unfindable.
- NEVER store hunt progress only in scene-local nodes — Level reload wipes progress; keep collected set in collection_manager.gd + save.
- NEVER
queue_free()collectibles with zero juice and no ID commit — Commit ID first (signal), then VFX, then free. - NEVER scale collectible collision shapes non-uniformly — Breaks overlap math; edit shape resources.
- NEVER hardcode spawn positions in code — Use Marker3D / designer points with hidden_item_spawner.gd.
- NEVER drive collection truth from UI silhouettes — Archive UI mirrors manager state; manager is authoritative.
- NEVER load massive levels synchronously on hunt complete — use threaded
ResourceLoader(see references). - NEVER manipulate SceneTree from worker threads —
call_deferredonly.
Golden Path (MANDATORY)
- collectible_item.gd —
item_id(unique) +collection_id(hunt), one-shot Area pickup - collection_manager.gd — authoritative collected-ID set via
register_item()+get_remaining_ids() - collection_compass.gd — nearest node whose
item_idis still in manager remainders - Persist collected IDs via godot-save-load-systems
Optional: hidden_item_spawner.gd for randomized hunts; collection_loop_patterns.gd for advanced loop/MainLoop helpers.
Available Scripts (full set)
- collectible_item.gd — MANDATORY pickup actor; export stable
item_idper instance and huntcollection_id - collection_manager.gd — MANDATORY progress brain;
start_collection(id, item_ids)thenregister_item(id, item_id) - collection_compass.gd — MANDATORY when guiding players; wire
collection_managerand queryget_remaining_ids() - hidden_item_spawner.gd — designer markers / chance spawns (Do NOT Load for fixed placed-only hunts)
- collection_loop_patterns.gd — advanced loop patterns (Do NOT Load for simple ID hunts)
Expert Collection Patterns
1. Persistent Collection (Save/Load)
Serialize the manager’s collected item_id set per collection_id (PackedStringArray via get_collected_ids() / restore_collected_ids()), not node paths. Reload: manager restores set → collectibles self-disable if item_id already owned.
2. Collection Archive UI (Silhouettes)
Grid of icons: uncollected modulate silhouette; reveal when manager signals that ID. UI never invents collected state.
MANDATORY for threaded loads, MainLoop helpers, and archive/save depth: collection-loop-advanced.md. Do NOT Load for simple fixed-ID scavenger hunts.
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
- Area3D —
body_enteredpickup volumes for 3D collectibles and layer/mask setup so only the player triggers collection. - Using Area2D — 2D overlap patterns when adapting the same collectible loop to Area2D/Sprite2D radar UIs.
- Groups — register collectibles and broadcast resets via
get_nodes_in_group/call_groupwithout hard-coded node paths. - Idle and physics processing — keep collision-driven progress in
_physics_process/ physics frames; throttle compass/UI work in_process. - SceneTree — pause flags, groups,
physics_frame, andcurrent_sceneownership used by collection state transitions. - Change scenes manually — deferred free + instantiate handoff when finishing a hunt and loading the next level.
- Background loading —
ResourceLoader.load_threaded_request/ status polling so large collectible levels do not hitch the main thread. - Saving games — persist collected IDs and progress dictionaries with
FileAccessunderuser://. - Vector math —
direction_to/get_angle_tofor nearest-collectible compass pointing. - Marker3D — designer-placed spawn anchors for hidden-item hunts instead of hard-coded coordinates.
- Using signals — typed
item_collected/collection_updatedwiring from pickups into the manager and UI. - MainLoop — custom loop extension surface referenced by advanced collection_loop_patterns (rarely needed over SceneTree).
Related Skills
Prerequisites
- godot-project-foundations — scene tree,
@onready, and resource basics before wiring managers, markers, and collectible scenes. - godot-gdscript-mastery — typed signals,
match,await, and deferred calls used throughout collection managers and loop patterns. - godot-physics-3d — Area3D/CollisionShape3D layers and non-uniform scale pitfalls that break pickup detection.
Complements
- godot-signal-architecture — safe dynamic connections and event-bus patterns when many collectibles notify one manager.
- godot-scene-management — threaded scene swaps and ownership rules for end-of-hunt level transitions.
- godot-save-load-systems — durable save schemas for which items remain collected across sessions.
- godot-ui-containers — silhouette archive grids and progress HUD layouts driven by
collection_updated. - godot-particles — spawn juice VFX before
queue_freeso pickups feel responsive. - godot-audio-systems — one-shot pickup SFX and bus routing tied to collect events.
- godot-monte-carlo-balancer — tune spawn_chance, target counts, and hunt length against completion-time distributions.
Downstream / consumers
- godot-quest-system — wraps collection progress as quest objectives with rewards and branching.
- godot-inventory-system — turns collected pickups into inventory grants when items are kept rather than consumed.
- godot-theme-easter — seasonal egg-hunt presentation layered on the same collection loop.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
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-game-loop-collection">View godot-game-loop-collection on skillZs</a>