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godot-autoload-architecture — Claude Code skill: Godot AutoLoad design

A skill about Godot AutoLoad architecture: boot order, event buses, a service locator and the mistakes to skip. Useful once a project has more than one singleton.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-autoload-architecture -a claude-code
Open on GitHub

What godot-autoload-architecture does

The skill hands your agent a set of rules plus ready-made scripts for Godot singletons. Among them: autoload_init_order_diag.gd for checking boot sequence, singleton_dependency_diagram.gd for mapping who may call whom, global_event_bus.gd for cross-system events, and safe_scene_switcher.gd for scene changes owned by an AutoLoad. Non-Node services go through service_locator.gd and service_registry.gd, registered with Engine.register_singleton.

A large part of the text is a list of things not to do. AutoLoads boot top to bottom in Project Settings, so an upper singleton must not call a lower one from _ready(). Circular dependencies between singletons hang Godot on the splash screen. Touching another AutoLoad inside _init() is out too, because that neighbour may not exist yet.

Scripts cover data that has to survive change_scene_to_file() — inventory, settings — and lazy instantiation when eager boot cost hurts. For background threads that read or write global state there is thread_safe_global_access.gd with a mutex and call_deferred. Registration and default-value checks live in autoload_reference_checker.gd and singleton_health_check_test.gd; run those in debug and CI.

What it helps with

  • lay out AutoLoad boot order without hitting a null in _ready()
  • separate an event bus from mutable run state
  • switch scenes from a singleton without dangling references
  • register a non-Node service with Engine.register_singleton and drop it in _exit_tree
  • keep inventory and settings alive across a scene change

Example prompts for the agent

  • Check the AutoLoad boot order in this project and flag any upper singleton that calls a lower one in _ready()
  • Set up an event bus for achievements, UI and save events using global_event_bus.gd
  • Move scene transitions into an AutoLoad with safe_scene_switcher.gd instead of freeing nodes by hand

How to install godot-autoload-architecture

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-autoload-architecture -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-autoload-architecture/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-autoload-architecture/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-autoload-architecture

How do I install godot-autoload-architecture in Claude Code?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-autoload-architecture -a claude-code. The skill file lands at ~/.claude/skills/godot-autoload-architecture/SKILL.md.

What does godot-autoload-architecture do?

It gives the agent patterns and scripts for Godot singletons: boot order, dependency mapping, an event bus, scene switching, a service locator and health checks.

How is an event bus different from a state holder?

The bus carries past-tense events and holds no mutable state. Keep current run state in persistent_data_holder.gd or global_game_state.gd.

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