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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

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referencescomposition-apps.md

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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 AuthComponent on a rock allows the rock to log in. (Context Agnostic)
  • Fail: A LoginForm script 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: SubmitButton extends AnimatedButton extends BaseButton.
  • Right: Root HAS-A AnimationComponent and HAS-A NetworkRequestComponent.

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

  1. Type Safety — class_name on components; no untyped core architecture.
  2. Dependency Injection — @export var auth: AuthComponent (Inspector / %UniqueNames). NEVER get_node("Path/To/Child") for components.
  3. 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 @export or 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_signal delegators.
  • 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:

  1. MANDATORY comp_persistence_component.gd on the Orchestrator (or a dedicated Saveable child) — add_to_group("Saveable") + get_save_data().
  2. Theme / StyleBox changes belong in a theme component (theme_manager.gd) called down by the Orchestrator after logic signals success/failure.
  3. 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 @export dependency injection that replaces brittle get_node paths in the Inspector.
  • Scene Unique Nodes — %UniqueName for Orchestrator-local Control/Button wiring without string path fragility.
  • Resources — Data-driven .tres configs 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_name fluency 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 .tres configs 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
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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