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godot-composition-apps — Claude Code skill for Godot UI architecture

Architecture rules for Godot apps and tool windows: an orchestrator plus components, signals up, calls down.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-composition-apps -a claude-code
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What godot-composition-apps does

This skill covers Control-heavy interfaces in Godot: EditorPlugin docks, tool windows, forms, settings panels. The root node acts as an orchestrator. It holds no business math — it listens to component signals and calls component methods. Communication runs one way: components signal upward, the orchestrator calls downward. Sibling components never talk to each other directly.

A set of starter scripts ships with it. comp_rock_test_boilerplate.gd runs the rock test: attach the candidate script to a literal rock and see whether it still works. comp_orchestrator_base.gd gives you the signal-up wiring skeleton, comp_logic_visual_syncer.gd keeps logic away from AnimationPlayer and Theme, and comp_persistence_component.gd handles saveable state through the Saveable group. Dependency injection, resource-backed config and a step sequencer for wizards and export pipelines round it out.

Gameplay entities are out of scope on purpose. Player, Enemy, Weapon and Hitbox belong to the separate godot-composition skill, so watch for an agent applying orchestrator rules to a character where they do not fit. Wire components through @export or %UniqueNames rather than get_node("Path/To/Child") and get_parent() — brittle node paths break the moment you move a node in the scene tree.

What it helps with

  • split form logic and its visuals into separate components
  • build an EditorPlugin dock with no business logic in the root script
  • run the rock test on a component before wiring it in
  • persist tool window state through the Saveable group
  • inject component dependencies with @export instead of node paths

Example prompts for the agent

  • Split my settings screen into an orchestrator and components using godot-composition-apps
  • Run the rock test from godot-composition-apps on my AuthComponent
  • Make the dock panel state saveable with comp_persistence_component.gd

How to install godot-composition-apps

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-composition-apps -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-composition-apps/SKILL.md

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

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

Questions about godot-composition-apps

How do I install godot-composition-apps in Claude?

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

What does godot-composition-apps do?

It sets architecture rules for Godot apps and tool UIs: an orchestrator plus components, signals up, calls down. Starter scripts cover the orchestrator, logic-to-visual syncing and saveable state.

Does it work for gameplay entities?

No. Player, Enemy, Weapon and Hitbox are routed to the separate godot-composition skill. This one owns Control nodes, EditorPlugin and tool windows.

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