Skill804 repo starsupdated 12d ago
godot-nodes-scenes
>
Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/godot-nodes-scenes && cp -r /tmp/godot-nodes-scenes/skills/godot/godot-nodes-scenes ~/.claude/skills/godot-nodes-scenesThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# Godot Nodes & Scenes (4.x)
Compose games from nodes and scenes, instance them at runtime, and access the tree
without crashing on freed or missing nodes. Targets **Godot 4.7**.
## When to use
- Use when structuring `.tscn` scenes, choosing how to break a feature into nodes,
instancing a `PackedScene` (bullets, enemies, UI), or setting up autoload singletons.
- Use when debugging `get_node()` / `$Path` returning `null`, or "Attempt to call on a
previously freed instance".
**When _not_ to use:** GDScript language/syntax → `godot-gdscript`; signal-based
decoupling → `godot-signals-groups`; physics bodies/collisions → `godot-physics`.
## Core workflow
1. **Model with composition.** A scene is a tree of nodes saved as `.tscn`. Build small,
single-purpose scenes (Player, Bullet, Enemy) and compose larger scenes from them.
Favor adding child nodes over deep inheritance.
2. **Make a scene reusable** by giving its root a script and exposing `@export` config.
Save it; it becomes a `PackedScene` you can instance many times.
3. **Instance at runtime** with `preload`/`load` → `scene.instantiate()` →
`add_child(instance)`. Set position/state _after_ adding (or before, both work).
4. **Access nodes safely.** Use `@onready var x = $Path` for fixed children; use unique
names (`%Name`) for nodes deep in the tree; never assume a node still exists.
5. **Use autoloads for global state/services** (game state, audio, scene switching) —
registered in Project Settings > Globals (Autoload), accessible by name everywhere.
6. **Free nodes with `queue_free()`** and guard later access with `is_instance_valid()`.
## Patterns
### 1. Instance a scene at runtime
```gdscript
extends Node2D
const BULLET := preload("res://bullet.tscn") # preload: loaded at compile time
func shoot(at: Vector2, dir: Vector2) -> void:
var bullet := BULLET.instantiate() # create an instance of the scene
bullet.global_position = at
bullet.direction = dir # set exported/public state
add_child(bullet) # now it's in the tree and runs
```
### 2. Safe node access: $, get_node_or_null, and unique names
```gdscript
@onready var label: Label = $UI/Label # $ is sugar for get_node("UI/Label")
@onready var health_bar: ProgressBar = %HealthBar # % = scene-unique name (rename-proof)
func update() -> void:
var optional := get_node_or_null("Maybe/Missing") # returns null instead of erroring
if optional:
optional.queue_free()
```
### 3. An autoload singleton (global game state)
```gdscript
# game_state.gd — add in Project Settings > Globals > Autoload as "GameState".
extends Node
var score := 0
signal score_changed(value: int)
func add_score(points: int) -> void:
score += points
score_changed.emit(score) # any scene can: GameState.score_changed.connect(...)
```
### 4. Change the running scene
```gdscript
func go_to_level_2() -> void:
# Swaps the current scene for another. Frees the old scene tree.
get_tree().change_scene_to_file("res://levels/level_2.tscn")
# Or, with a preloaded PackedScene:
# get_tree().change_scene_to_packed(LEVEL_2)
```
## Pitfalls
- **`$Path` / `get_node()` return `null` or error** when the path is wrong or the node
isn't in the tree yet. Use `@onready`, verify the path matches the scene, or use
`get_node_or_null()` for optional nodes.
- **Renaming a node breaks `$Path`.** Use **unique names** (`%Name`, set via right-click
> Access as Unique Name) so deep references survive renames and reparenting.
- **`free()` mid-frame can crash** other code still using the node. Prefer
`queue_free()` (deletes at end of frame) and check `is_instance_valid(node)`.
- **Setting child state before `add_child()`** is fine, but `_ready()` on the child only
runs _after_ it enters the tree — don't expect its `@onready` vars before that.
- **Autoload order matters**: autoloads are added before the main scene, in list order.
An autoload can't depend on the main scene existing yet.
- **`instance()` was renamed** to `instantiate()` in Godot 4. `preload` runs at parse
time (path must be constant); `load` runs at runtime (path can be a variable).
- **`change_scene_to_file()` is deferred**, not immediate — Godot swaps and frees the old
scene at the end of the current frame. Any code after the call still runs against the _old_
tree, and `get_tree().current_scene` isn't the new scene until next frame. Don't read the new
scene's nodes on the same line; do it from the new scene's `_ready()`.
## References
- For scene inheritance, `owner`/ownership when saving scenes from code, groups vs
unique names, and node-path edge cases, read `references/tree-and-instancing.md`.
## Related skills
- `godot-gdscript` — language, lifecycle, and `@onready`.
- `godot-signals-groups` — decouple instanced scenes from their spawner.
- `godot-resources` — share data between instances without duplicating it.
- `save-systems` — persist scene/game state across runs.More from this repository
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