Agent skill

godot-signals-groups

Build event-driven, decoupled Godot 4.x gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 5 KB
Bundled scripts: none
Requires: Godot 4.3+
Path: skills/godot/godot-signals-groups/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Godot Signals & Groups (4.x) Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets **Godot 4.3+**. ## When to use - Use when a node needs to tell others "something happened" (player died, item picked up, wave cleared) without holding direct references to them. - Use when you need to address a whole category of nodes at once ("pause all enemies", "save every checkpoint"). **When *not* to use:** raw signal *syntax* basics → `godot-gdscript`; scene structure and instancing → `godot-nodes-scenes`. For cross-scene global events, emit from an autoload (see `godot-nodes-scenes`). ## Core workflow 1. **Decide the direction.** A child/sub-scene should *emit* a signal upward; the parent *connects* to it. This keeps the child reusable and ignorant of who listens. 2. **Declare typed signals** on the emitter; `emit()` them when the event occurs. 3. **Connect with a Callable** (`sig.connect(_on_sig)`), optionally in the editor's Node dock. Use `CONNECT_ONE_SHOT` for fire-once, `bind()` to pass extra context. 4. **Use groups for broadcast**: add nodes to a named group, then iterate `get_tree().get_nod

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Emit upward, connect from the parent
  5. 2. Connect flags: one-shot and bind extra arguments
  6. 3. Groups: broadcast to many nodes
  7. 4. Await a signal inline
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/signal-patterns.md
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About this skill
What does the godot-signals-groups skill do?

Build event-driven, decoupled Godot 4.x gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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