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Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-gdscript-mastery

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referencesgdscript-core-directives.md

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Core Directives

1. Strong Typing & Performance

Always use static typing. In Godot 4.x, this enables optimized opcodes by bypassing runtime Variant type-checking.

  • Opcode Optimization: When types are known at compile-time, the engine uses faster, typed execution paths.
    • Why it's faster: Dynamic variables are internally tracked as 24-byte Variant structures [3]. Every operation on a dynamic variable requires the engine to evaluate the underlying type at runtime, incurring significant overhead [2, 4].
    • Safe Lines: Confirm optimizations in the script editor; green line numbers in the gutter indicate guaranteed type safety and optimized execution [6, 7].
  • Typed Global Methods: Use typed math functions for a performance boost (e.g., use absf(), ceili(), clampf() instead of the generic abs(), ceil(), clamp()).
  • Rule: Prefer explicit inference := when the type is obvious: var pos := Vector2(10, 10).
  • Rule: Always specify return types for functions: func _ready() -> void:.

2. Signal Architecture

  • Connect in _ready(): Preferably connect signals in code to maintain visibility, rather than just in the editor.
  • Typed Signals: Define signals with types: signal item_collected(item: ItemResource).
  • Pattern: "Signal Up, Call Down". Children should never call methods on parents; they should emit signals instead.

3. Node Access & Lifecycle Safety

  • @onready vs _init():
    • Use _init() ONLY for constructor logic (data initialization, memory allocation).
    • Use @onready for node dependencies. Child nodes are NOT available in _init().
    • DANGER: Avoid _init(args) for nodes that will be part of a Scene. It breaks PackedScene.instantiate(). Use @export for parameter injection.
  • Unique Names: Use %UniqueNames for nodes that are critical to the script's logic.
  • Onready Overrides: Prefer @onready var sprite = %Sprite2D over calling get_node() in every function.

4. Callable & Signal (First-Class Citizens)

In Godot 4, Callable and Signal are built-in types. They can be stored in variables and passed as arguments.

  • No Strings: Always connect via references: button.pressed.connect(_on_pressed).
  • Anonymous Lambdas: Use for quick inline logic: timer.timeout.connect(func(): print("Time up!")).
  • Binding Context: Use Callable.bind() to pass extra arguments to a signal callback: hit.connect(_on_hit.bind("Sword")).

5. Code Structure

Follow the standard Godot script layout:

  1. extends
  2. class_name
  3. signals / enums / constants
  4. @export / @onready / properties
  5. _init() / _ready() / _process()
  6. Public methods
  7. Private methods (prefixed with _)

Common "Architect" Patterns

1. Refactoring Checklist: Godot 3.x to 4.x

Essential syntax shifts when porting legacy scripts to GDScript 2.0.

  • Annotations: Replace export, onready, tool with @export, @onready, and @tool.
    • Example: @export_enum("A", "B") var type: int replaces legacy string hints.
  • Coroutines: Replace yield() with the await keyword.
    • Example: await get_tree().create_timer(1.0).timeout
    • Common Pattern: await get_tree().process_frame replaces yield(get_tree(), "idle_frame").
  • Properties: Replace setget with inline property syntax.
    • Syntax: var x: int: set(v): x = v; get: return x
  • Signals: Migrate from string-based connections to first-class Callable references.
    • Connection: btn.pressed.connect(_on_pressed) (deprecated: btn.connect("pressed", ...)).
    • Emission: my_signal.emit(args) (deprecated: emit_signal("my_signal", ...)).
  • Node Renames: Be aware of renamed nodes (e.g., KinematicBody3D -> CharacterBody3D, Position2D -> Marker2D).
  • Lifecycle Calls: Explicitly call super() in overridden _ready(), _process(), or _init() if parent logic is required.

2. Static Utility Libraries

Use static members to build lightweight helper libraries that bypass the SceneTree.

  • Static Functions: Call via class name without instantiating: MathUtils.calculate(val).
    • Restriction: No access to self, instance variables, or non-static methods.
  • Static Variables: Shared globally across the project.
    • Restriction: Cannot use @export or @onready on static variables.
  • @static_unload: Place at the top of the script to instruct the engine to unload the script when no references remain.
    • CRITICAL: Due to a current engine bug, scripts with static variables may not be automatically freed. Manually nullify large static data structures (like Dictionaries or Arrays of Resources) when no longer needed to prevent memory leaks.

3. The "Safe" Dictionary Lookup

Avoid dict["key"] if you aren't 100% sure it exists. Use dict.get("key", default).

4. Scene Unique Nodes

When building complex UI, always toggle "Access as Scene Unique Name" on critical nodes (Labels, Buttons) and access them via %Name.

Source: SKILL.md on GitHub

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