{"slug":"jame581-godot-project-setup","name":"godot-project-setup","description":"Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore","long_description":"---\nname: godot-project-setup\ndescription: Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore\n---\n\n# Godot Project Setup\n\nThis skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.\n\n> **Related skills:** **scene-organization** for structuring scene trees, **event-bus** for the EventBus autoload pattern, **save-load** for the SaveManager autoload pattern.\n\n## Recommended Directory Structure (Split Layout)\n\nThe split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.\n\n```\nres://\n├── assets/\n│   ├── audio/\n│   │   ├── music/\n│   │   └── sfx/\n│   ├── fonts/\n│   ├── shaders/\n│   ├── sprites/\n│   │   ├── characters/\n│   │   ├── environment/\n│   │   └── ui/\n│   └── textures/\n├── scenes/\n│   ├── autoloads/\n│   ├── characters/\n│   ├── environment/\n│   ├── levels/\n│   ├── screens/\n│   └── ui/\n├── scripts/\n│   ├── autoloads/\n│   ├── characters/\n│   ├── components/\n│   ├── resources/\n│   └── ui/\n├── resources/\n│   ├── items/\n│   ├── levels/\n│   └── themes/\n└── addons/\n```\n\n**Why split layout?**\n- Assets managed by artists can be updated without touching script directories.\n- Glob patterns in export presets are simpler (`assets/**` stays separate from `scripts/**`).\n- Easier to configure `.gitattributes` binary rules per directory.\n- Scales to teams where artists and programmers work in different areas.\n\n## Alternative: Co-Located Structure\n\nFor solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary `gitattributes` rules.\n\n```\nres://\n├── assets/\n│   ├── audio/\n│   ├── fonts/\n│   └── textures/\n├── entities/\n│   ├── player/\n│   │   ├── player.tscn\n│   │   ├── player.gd          # or Player.cs\n│   │   └── player_state.gd\n│   └── enemy/\n│       ├── enemy.tscn\n│       └── enemy.gd\n├── levels/\n│   ├── level_01/\n│   │   ├── level_01.tscn\n│   │   └── level_01.gd\n│   └── main_menu/\n│       ├── main_menu.tscn\n│       └── main_menu.gd\n├── systems/\n│   ├── inventory/\n│   └── dialogue/\n├── autoloads/\n├── resources/\n└── addons/\n```\n\n## .gitignore\n\n```gitignore\n# Godot editor data — never commit\n.godot/\n\n# Export artifacts\n*.apk\n*.aab\n*.ipa\n*.exe\n*.x86_64\n*.x86_32\n*.arm32\n*.arm64\n*.pck\n*.zip\nexport/\n\n# C# / Mono build output\n.mono/\n.import/\nbin/\nobj/\n*.csproj.user\n*.sln.user\n*.user\n\n# IDE and OS files\n.vs/\n.vscode/settings.json\n.idea/\n*.swp\n.DS_Store\nThumbs.db\n\n# GodotPrompter (if used in-project)\n.godot-prompter-cache/\n```\n\n## .gitattributes\n\nNormalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.\n\n```gitattributes\n# Default: normalize line endings to LF on commit\n* text=auto eol=lf\n\n# Godot-specific text files\n*.gd text eol=lf\n*.gdshader text eol=lf\n*.gdshaderinc text eol=lf\n*.tscn text eol=lf\n*.tres text eol=lf\n*.godot text eol=lf\n*.cfg text eol=lf\n*.import text eol=lf\n\n# C# source\n*.cs text eol=lf\n*.csproj text eol=lf\n*.sln text eol=lf\n\n# Binary assets — no diff, no merge, no EOL conversion\n*.png binary\n*.jpg binary\n*.jpeg binary\n*.webp binary\n*.svg binary\n*.psd binary\n*.aseprite binary\n*.wav binary\n*.ogg binary\n*.mp3 binary\n*.ttf binary\n*.otf binary\n*.woff binary\n*.woff2 binary\n*.glb binary\n*.gltf binary\n*.blend binary\n*.fbx binary\n*.mp4 binary\n*.ogv binary\n```\n\n## Project Settings\n\nConfigure these in `Project > Project Settings` or directly in `project.godot`.\n\n### Display\n\n| Setting | Recommended value | Notes |\n|---|---|---|\n| `display/window/size/viewport_width` | 1920 | Base resolution — art reference size |\n| `display/window/size/viewport_height` | 1080 | |\n| `display/window/stretch/mode` | `canvas_items` | Scales 2D content; use `viewport` for pixel-perfect |\n| `display/window/stretch/aspect` | `keep` | Adds letterbox/pillarbox; `expand` fills screen |\n| `display/window/size/resizable` | `true` | Allow window resize on desktop |\n\nFor pixel-art projects use `stretch/mode = viewport` and `texture_filter = nearest` on the root CanvasItem or globally via `rendering/textures/canvas_textures/default_texture_filter`.\n\n> **Godot 4.7+:** Projects **newly created** in Godot 4.7 already default `display/window/stretch/mode` to `canvas_items` and `display/window/stretch/aspect` to `expand` (previously `disabled` / `keep`), so only `aspect` needs changing if you want `keep`'s letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.\n\n### Input Map\n\nDefine actions in `Project > Project Settings > Input Map` rather than hard-coding key constants. This lets players rebind controls at runtime.\n\n**GDScript — reading input actions:**\n\n```gdscript\n# Good: action-based (rebindable)\nfunc _process(delta: float) -> void:\n    var direction := Input.get_axis(\"move_left\", \"move_right\")\n    if Input.is_action_just_pressed(\"jump\"):\n        _jump()\n\n# Avoid: hard-coded key checks\nfunc _input(event: InputEvent) -> void:\n    if event is InputEventKey and event.keycode == KEY_SPACE:\n        _jump()\n```\n\n**C# — reading input actions:**\n\n```csharp\n// Good: action-based (rebindable)\npublic override void _Process(double delta)\n{\n    float direction = Input.GetAxis(\"move_left\", \"move_right\");\n    if (Input.IsActionJustPressed(\"jump\"))\n        Jump();\n}\n\n// Avoid: hard-coded key checks\npublic override void _Input(InputEvent @event)\n{\n    if (@event is InputEventKey key && key.Keycode == Key.Space)\n        Jump();\n}\n```\n\n**Saving and restoring custom bindings at runtime (GDScript):**\n\n```gdscript\nfunc save_bindings() -> void:\n    var config := ConfigFile.new()\n    for action in InputMap.get_actions():\n        if action.begins_with(\"ui_\"):\n            continue  # skip built-in UI actions\n        var events := InputMap.action_get_events(action)\n        config.set_value(\"bindings\", action, events)\n    config.save(\"user://bindings.cfg\")\n\nfunc load_bindings() -> void:\n    var config := ConfigFile.new()\n    if config.load(\"user://bindings.cfg\") != OK:\n        return\n    for action in config.get_section_keys(\"bindings\"):\n        InputMap.action_erase_events(action)\n        for event in config.get_value(\"bindings\", action):\n            InputMap.action_add_event(action, event)\n```\n\n**Saving and restoring custom bindings at runtime (C#):**\n\n```csharp\npublic void SaveBindings()\n{\n    var config = new ConfigFile();\n    foreach (StringName action in InputMap.GetActions())\n    {\n        if (((string)action).StartsWith(\"ui_\"))\n            continue; // skip built-in UI actions\n        var events = InputMap.ActionGetEvents(action);\n        config.SetValue(\"bindings\", action, events);\n    }\n    config.Save(\"user://bindings.cfg\");\n}\n\npublic void LoadBindings()\n{\n    var config = new ConfigFile();\n    if (config.Load(\"user://bindings.cfg\") != Error.Ok)\n        return;\n    foreach (string action in config.GetSectionKeys(\"bindings\"))\n    {\n        InputMap.ActionEraseEvents(action);\n        var events = (Godot.Collections.Array)config.GetValue(\"bindings\", action);\n        foreach (InputEvent @event in events)\n            InputMap.ActionAddEvent(action, @event);\n    }\n}\n```\n\n## Autoloads\n\nRegister autoloads in `Project > Project Settings > Autoload`. Autoloads are singleton nodes available globally via their registered name.\n\n### Common Autoloads\n\n| Name | Path | Purpose |\n|---|---|---|\n| `GameManager` | `autoloads/game_manager.gd` | Game state, scene transitions, pause |\n| `EventBus` | `autoloads/event_bus.gd` | Decoupled signal relay |\n| `AudioManager` | `autoloads/audio_manager.gd` | Music, SFX, volume control |\n| `SaveManager` | `autoloads/save_manager.gd` | Save/load game data |\n\nKeep autoloads small. Move logic into standalone classes and call them from the autoload.\n\n### Minimal GameManager — GDScript\n\n```gdscript\n# autoloads/game_manager.gd\nextends Node\n\nsignal scene_changed(scene_path: String)\nsignal game_paused(is_paused: bool)\n\nvar current_level: String = \"\"\nvar is_paused: bool = false\n\n\nfunc change_scene(path: String) -> void:\n    current_level = path\n    scene_changed.emit(path)\n    get_tree().change_scene_to_file(path)\n\n\nfunc set_paused(paused: bool) -> void:\n    is_paused = paused\n    get_tree().paused = paused\n    game_paused.emit(paused)\n\n\nfunc quit_game() -> void:\n    get_tree().quit()\n```\n\n### Minimal GameManager — C#\n\n```csharp\n// autoloads/GameManager.cs\nusing Godot;\n\npublic partial class GameManager : Node\n{\n    [Signal]\n    public delegate void SceneChangedEventHandler(string scenePath);\n\n    [Signal]\n    public delegate void GamePausedEventHandler(bool isPaused);\n\n    public string CurrentLevel { get; private set; } = \"\";\n    public bool IsPaused { get; private set; }\n\n    public void ChangeScene(string path)\n    {\n        CurrentLevel = path;\n        EmitSignal(SignalName.SceneChanged, path);\n        GetTree().ChangeSceneToFile(path);\n    }\n\n    public void SetPaused(bool paused)\n    {\n        IsPaused = paused;\n        GetTree().Paused = paused;\n        EmitSignal(SignalName.GamePaused, paused);\n    }\n\n    public void QuitGame() => GetTree().Quit();\n}\n```\n\n### Minimal EventBus — GDScript\n\n```gdscript\n# autoloads/event_bus.gd\nextends Node\n\n# Declare all cross-system signals here.\n# Systems emit to EventBus; listeners connect to EventBus.\n\nsignal player_died\nsignal item_collected(item_id: String, quantity: int)\nsignal score_changed(new_score: int)\nsignal level_completed(level_id: String)\n```\n\nNodes connect with:\n\n```gdscript\nEventBus.player_died.connect(_on_player_died)\nEventBus.player_died.emit()\n```\n\n## C# Project Setup\n\n### .csproj\n\nWhen you enable C# support Godot generates a `.csproj`. Keep it minimal and set the target framework to `net8.0`:\n\n```xml\n<Project Sdk=\"Godot.NET.Sdk/4.3.0\">\n  <PropertyGroup>\n    <TargetFramework>net8.0</TargetFramework>\n    <TargetFramework Condition=\" '$(GodotTargetPlatform)' == 'android' \">net8.0</TargetFramework>\n    <TargetFramework Condition=\" '$(GodotTargetPlatform)' == 'ios' \">net8.0</TargetFramework>\n    <Nullable>enable</Nullable>\n    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>\n    <RootNamespace>MyGame</RootNamespace>\n  </PropertyGroup>\n</Project>\n```\n\nReplace `MyGame` with your project name. The namespace must match across all C# scripts to avoid registration errors.\n\n### partial class Requirement\n\nEvery C# class that extends a Godot type **must** be declared `partial`. Godot's source generator adds the registration code in a companion partial file.\n\n```csharp\n// Correct\npublic partial class Player : CharacterBody2D { }\n\n// Wrong — will not register with Godot\npublic class Player : CharacterBody2D { }\n```\n\n### Namespace Convention\n\nUse a single root namespace for the project. Sub-namespaces are optional but keep them shallow:\n\n```csharp\nnamespace MyGame.Characters;   // OK\nnamespace MyGame.UI;           // OK\nnamespace MyGame.Systems.Inventory.Data.Containers;  // Too deep — flatten\n```\n\n### Signal Declaration in C#\n\nSignals must use the `[Signal]` attribute with a delegate ending in `EventHandler`:\n\n```csharp\n[Signal]\npublic delegate void HealthChangedEventHandler(int newHealth, int maxHealth);\n\n// Emit\nEmitSignal(SignalName.HealthChanged, health, maxHealth);\n\n// Connect\nsomeNode.HealthChanged += OnHealthChanged;\n\n// Disconnect\nsomeNode.HealthChanged -= OnHealthChanged;\n```\n\n## Project Setup Checklist\n\nUse this checklist after scaffolding a new project to verify everything is in place.\n\n- [ ] Directory structure created (`assets/`, `scenes/`, `scripts/` or co-located layout)\n- [ ] `.gitignore` created and includes `.godot/`, `.mono/`, `bin/`, `obj/`\n- [ ] `.gitattributes` created with LF normalization and binary asset rules\n- [ ] `project.godot` — viewport resolution set (1920x1080 or project target)\n- [ ] `project.godot` — stretch mode configured (`canvas_items` or `viewport`)\n- [ ] Input Map actions defined for","tagline":"Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore","category":"automation","commerce":{"type":"unknown","billing":"unknown","amount":null,"currency":null,"sourceUrl":null,"checkedAt":null,"runtime":"unknown","purchaseUrl":null,"checkout":"external","purchaseRequiresUserConsent":true},"tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"recursive skill source sync","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/godot-project-setup","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-godot-project-setup#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. 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