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/godot-project-foundations

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Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.

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

This session only. Nothing lands on disk.

referencesmigration-notes.md

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Migration notes: godot-project-foundations

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • Re-check renamed project settings / enums after convert (enable Advanced).
  • Environment quality knobs moved to Project Settings — menus that mutated Environment need RenderingServer APIs.
  • VCS ignore lists differ 3.x vs 4.x — update .gitignore.
  • Editor settings file is separate (editor_settings-4.tres).

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Object.get_meta_list return type is Array[StringName] (was PackedStringArray).
  • WorkerThreadPool.wait_for_task_completion now returns Error.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • NOTIFICATION_NODE_RECACHE_REQUESTED removed from Node.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom Resources.
  • PackedByteArray may use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector (breaking vs res:// expectations).
  • FileAccess.store_* methods return bool success.
  • Curve enforces min_value/max_value — adjust curves that used points outside [0, 1].
  • OS.read_string_from_stdin requires buffer_size.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) for old behavior.
  • Node.get_rpc_config renamed to get_node_rpc_config.
  • JSONRPC.set_scope replaced by set_method.
  • ProjectSettings.add_property_info warns on invalid/usage keys.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected).
  • FileAccess.get_as_text drops skip_cr parameter.
  • Performance.add_custom_monitor gains optional type.
  • New project defaults: D3D12 on Windows; Jolt for 3D physics.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • New projects default stretch canvas_items + aspect expand (was disabled/keep).
  • Sky reflection roughness_layers default restored toward 8.
  • Asset Store replaces Asset Library naming in the editor — update onboarding/docs that reference third-party content discovery.
  • Object.is_class takes StringName.
  • Setting an element of a packed array property no longer calls the property setter for the whole array.
  • Overrides of methods with typed returns must actually return (add return null if needed).

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    The skill provides a suite of Godot 4 foundation scripts for project scaffolding, telemetry, and organization. It includes development tools that dynamically create project folders and generate GDScript files from templates based on user-provided inputs. These tools represent a minor indirect injection surface due to a lack of path sanitization, and the script generation is a standard pattern for scaffolding tools.

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    Risk: LOW · No issues

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Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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