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/godot-master

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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

This session only. Nothing lands on disk.

referencesgenre-party.md

≈3.2k tokens on demand. Your agent reads this file only when SKILL.md points to it.

NEVER Do (Expert Anti-Patterns)

Multiplayer & Input

  • NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via Input.get_connected_joypads().
  • NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
  • NEVER use Input.is_action_pressed() for assigning new player joins; strictly parse raw InputEventJoypadButton in _unhandled_input() for device metadata.
  • NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
  • NEVER assume a disconnected joypad removes a player; strictly connect to the joy_connection_changed signal to pause and handle dropouts gracefully.
  • NEVER use boolean polling for analog sticks; strictly use Input.get_vector() for precision and deadzones.

User Experience & Feedback

  • NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
  • NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
  • NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
  • NEVER leave UI Control nodes with FOCUS_NONE for gamepad menus; strictly set to FOCUS_ALL with explicit focus neighbors for accessible navigation.

Rendering & Architecture

  • NEVER use heavy scene transitions; strictly keep minigame assets light and use Threaded Background Loading while the instructions screen is active.
  • NEVER draw global CanvasLayer UI for individual split-screen players; strictly use per-viewport CanvasLayer children.
  • NEVER manually set sizes on SubViewport children; strictly use GridContainer or BoxContainer for automatic split-screen layout.
  • NEVER store tournament state or scores inside minigame scenes; strictly use a Persistent Autoload (Singleton).
  • NEVER use a static Camera2D for shared-room games; strictly use a dynamic group camera that zooms/pans to fit all players in frame.
  • NEVER overlap SubViewportContainer nodes without setting mouse_filter to PASS; otherwise, top viewports will block input.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. party_input_router.gd — lobby join + device→player routing (golden path)
  2. minigame_orchestrator.gd — hub ↔ minigame scene cycle
  3. connection_monitor.gd — joy disconnect pause / reconnect

Original Expert Patterns

Modular Components


Core Loop

  1. Lobby join → 2. Meta/board → 3. Minigame → 4. Score → 5. Repeat

Decision Trees

Input & dropout

Need Action
Lobby join + route MANDATORY party_input_router.gd
Runtime pN_* remaps local_input_manager.gd
Pad battery death mid-game MANDATORY connection_monitor.gd — pause tree + reconnect overlay

Scenes & viewports

Need Action
Cycle minigames MANDATORY minigame_orchestrator.gd (+ deferred_scene_switcher.gd)
Prefetch during how-to minigame_async_loader.gd
2–4 split split_screen_setup.gd — per-viewport CanvasLayer; mouse_filter on containers
Shared camera party shared_party_camera.gd

Skill Chain

Phase Skills Purpose
1. Input godot-input-handling 2–4 local controllers
2. Scene godot-scene-management Load/unload minigames
3. Data godot-resource-data-patterns Minigame .tres defs
4. UI godot-ui-containers Lobby / score / reconnect
5. Balance godot-monte-carlo-balancer Asymmetric 1v3 power

Common Pitfalls

Pitfall Solution
Shared jump action Device-bound pN_* via router / local_input_manager
Global CanvasLayer in split Per-SubViewport UI layers
Generic screen-shake Elite Prefer split + reconnect procedures above

Split-screen + reconnect procedure

  1. Build viewports with split_screen_setup.gd.
  2. Bind devices through party_input_router.gd before the minigame starts.
  3. Keep connection_monitor.gd alive as Autoload; on disconnect pause and call_group("ui_overlays", "show_reconnect", device).
  4. On reconnect, re-bind the same player_id → new device_id then unpause — do not remap other players.

MANDATORY for depth beyond decision trees and script catalog: party-elite-implementations.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Architecture Overview

1. Minigame Definition

Using Resources to define what a minigame is.


## Godot-Specific Tips

*   **SubViewport**: Powerful for 4-player split-screen. Each player gets a camera, all rendering the same world (or different worlds!).
*   **InputEventJoypadButton**: Use `Input.get_connected_joypads()` to auto-detect controllers on the Lobby screen.
*   **Remapping**: Godot's `InputMap` system can be modified at runtime using `InputMap.action_add_event()`. Creating "p1_jump", "p2_jump" dynamically is a common pattern.

## Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

### Official Documentation
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — Joypad connect/disconnect, device IDs, and multi-pad mapping for lobby join and local isolation.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Event order and `_unhandled_input` so join presses and per-device routing run after UI focus.
- [Controller vibration and features](https://docs.godotengine.org/en/stable/tutorials/inputs/controller_features.html) — Per-device rumble APIs used for localized hit/eliminate feedback.
- [Using Viewports](https://docs.godotengine.org/en/stable/tutorials/rendering/viewports.html) — SubViewport worlds, cameras, and UI layers required for 2–4 player split-screen.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader` threaded load while the instructions screen stays interactive.
- [Change scenes manually](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) — Deferred free/instantiate patterns for hub ↔ minigame swaps without mid-frame crashes.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — Persistent tournament scores, device maps, and party roster across scene changes.
- [GUI navigation](https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html) — Focus neighbors and gamepad menu traversal for character select and lobby UI.
- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Tree pause + reconnect overlays when a joypad drops mid-minigame.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — `.tres` minigame definitions (title, scene path, 1v3 flags) without hardcoding catalogs.
- [InputMap](https://docs.godotengine.org/en/stable/classes/class_inputmap.html) — Runtime `action_add_event` for per-player device-bound actions (`pN_*`).

### Related Skills

#### Prerequisites
- [godot-input-handling](input-handling.md) — Device IDs, `InputMap` remaps, deadzones, and `_unhandled_input` ownership before party routing.
- [godot-scene-management](scene-management.md) — Clean load/unload and deferred scene swaps between hub, instructions, and minigames.
- [godot-resource-data-patterns](resource-data-patterns.md) — Typed `Resource` / `.tres` catalogs that define each minigame's scene and metadata.
- [godot-autoload-architecture](autoload-architecture.md) — Singleton placement for tournament state that must outlive every minigame scene.

#### Complements
- [godot-ui-containers](ui-containers.md) — Scoreboards, instruction overlays, and `GridContainer` split-screen / character-select layouts with focus.
- [godot-camera-systems](camera-systems.md) — Shared-room framing and per-viewport cameras that zoom/pan to keep all players on screen.
- [godot-signal-architecture](signal-architecture.md) — `player_joined`, `game_ended`, and reconnect prompts without hard refs across lobby and minigames.
- [godot-turn-system](turn-system.md) — Board / meta round phases between short competitive minigames.
- [godot-audio-systems](audio-systems.md) — Short stingers, countdown cues, and per-player SFX buses that survive rapid scene cycling.

#### Downstream / consumers
- [godot-monte-carlo-balancer](monte-carlo-balancer.md) — Simulate asymmetric 1v3 / handicap power offsets so party roles stay socially fair across rounds.
- [godot-characterbody-2d](characterbody-2d.md) — Typical consumer of per-device move vectors inside shared-screen 2D party arenas.

#### Master
- [godot-master](../SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns input, scenes, or UI pieces of a party stack.

Source: SKILL.md on GitHub

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