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/godot-master

@4c4d0ff

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

This session only. Nothing lands on disk.

referencesgame-loop-collection-collection-loop-advanced.md

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Collection Loop Advanced (load on demand)

MANDATORY for threaded level loads, MainLoop extensions, and archive UI depth beyond collection_manager.gd.

Persistent progress (binary)

func save_progress(data: Dictionary) -> void:
	var file := FileAccess.open("user://save.dat", FileAccess.WRITE)
	file.store_var(data)

func load_progress() -> Dictionary:
	if not FileAccess.file_exists("user://save.dat"):
		return {}
	var file := FileAccess.open("user://save.dat", FileAccess.READ)
	return file.get_var()

Prefer ID sets via manager get_collected_ids() / restore_collected_ids() — not node paths.

Archive silhouettes

  • Uncollected: modulate = Color(0, 0, 0, 0.5)
  • Collected: modulate = Color.WHITE
  • UI mirrors manager signals — never authoritative

Threaded loading (WHY)

CAUTION: Synchronous load() on huge scenes stalls the main thread. Use ResourceLoader.load_threaded_request() + poll status; SceneTree changes only on main thread via call_deferred.

See collection_loop_patterns.gd.

General loop NEVER (collection-adjacent)

These apply when collection hunts span level transitions:

  • NEVER use free() on active state nodes — queue_free() only
  • NEVER load massive levels synchronously on collection complete
  • NEVER manipulate SceneTree from worker threads — call_deferred
  • NEVER use exact float == for time gates — is_equal_approx
  • NEVER poll discrete menu input in _process — _unhandled_input

Compass edge case

CAUTION: Compass logic must handle one remaining item — soft-locking the last pickup is a common regression. Test get_remaining_ids().size() == 1.

Hidden spawns

hidden_item_spawner.gd — Marker3D anchors + chance; fixed hunts skip this script.

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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