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/godot-resource-data-patterns

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Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.

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

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referencesmigration-notes.md

≈747 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-resource-data-patterns

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

  • ResourceSaver argument order; FileAccess static open patterns.
  • Shortcut spelling; ShortCut → Shortcut.
  • Reimport textures/meshes; ArrayMesh break.

4.0 → 4.1

Official: Upgrading to Godot 4.1

No skill-relevant breaking changes for this hop.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Scripted Object / typed Array binary serialization changes — verify Resource round-trips and save bundles.
  • Large PackedByteArray storage format may not open in older editors.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector — scripts expecting res:// strings must resolve UIDs or use @export_file_path (4.5+).
  • FileAccess.store_* methods return bool success — add error checks to custom serializers.
  • Curve enforces min_value/max_value — clamp runtime curve edits for data-driven tables.

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 full external subgraph clones.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • First save in 4.6 rewrites scenes with unique node IDs.
  • Scene unique IDs change diffs — migrate save schemas if they keyed on old node identity assumptions.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Packed array element assignment no longer triggers whole-property setter — audit data-binding Resources using typed arrays.
  • Typed-return overrides require an explicit return statement in custom Resource subclasses.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    This skill provides a comprehensive set of Godot engine design patterns and script templates for handling game data through Resource and RefCounted classes. It adheres to engine best practices for data management, serialization, and reactive programming, and contains no evidence of malicious activity, data exfiltration, or prompt injection.

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  • Snyk16d

    Risk: LOW · No issues

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Signed by skilld at 9d6e91e. 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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