Skills/godot-project-setup/SKILL.md

4.7 KiB

name description license compatibility metadata
godot-project-setup Scaffolds a new Godot 4.x project with proper folder structure, .gdignore, export presets, .gitignore, and GDScript/C# Mono initialization. Use when creating a new Godot game or app. MIT
godot-4.0
godot-4.1
godot-4.2
godot-4.3
godot-4.4
godot-4.5
godot-4.6
godot-4.7
author version tags created
vl4dt 0.1.0
godot
project-setup
scaffolding
export-presets
2026-06-20

Godot Project Setup

Scaffold a complete, production-ready Godot 4.x project with industry-standard organization.

Quick Start

# Create a new project
./scripts/new-godot-project.sh MyGame /path/to/output

Standard Directory Structure

After scaffolding, your project will have:

MyGame/
├── .gdignore              # Exclude editor cache from export
├── .gitignore             # Version control ignores
├── project.godot          # Project configuration
├── scenes/                # Scene files (.tscn)
│   ├── ui/               # UI scene compositions
│   ├── levels/           # Level/world scenes
│   └── entities/         # Character/entity scenes
├── scripts/               # Script files (.gd, .cs)
│   ├── core/             # Game systems (manager, event bus)
│   ├── entities/         # Entity behaviors
│   ├── ui/               # UI controllers
│   └── levels/           # Level-specific logic
├── resources/             # Resource files (.tres, .res)
│   ├── data/             # Game data (items, skills, etc.)
│   └── config/           # Configuration resources
├── assets/               # Raw assets (do not edit in Godot)
│   ├── textures/
│   ├── audio/
│   ├── fonts/
│   └── models/
├── levels/               # Level data and configurations
└── export_presets.cfg    # Export presets (auto-generated)

Project.godot Configuration

Key settings for a clean project:

[application]

config/icon="res://assets/icons/icon.png"

[display]

window/size/width=1280
window/size/height=720
window/stretch/mode="canvas_items"

[rendering]

renderer/rendering_method="forward_plus"

.gdignore Setup

Create .gdignore in directories that Godot should not import:

# In assets/ directory
# Godot ignores this directory for resource imports

GDScript Project Initialization

Standard project.godot autoload setup:

# Add to Project Settings > Autoload
# Name: GameManager, Path: res://scripts/core/game_manager.gd
# Name: EventBus, Path: res://scripts/core/event_bus.gd
# Name: AudioManager, Path: res://scripts/core/audio_manager.gd

C# Mono Project Initialization

For C# projects, the scaffolded project includes:

  • .csproj file configured for Godot 4.x
  • global.json for .NET version pinning
  • Standard namespace structure matching directory layout
  • [Export] attribute patterns in template scripts

Godot 4.7 Specific Setup

When creating projects with Godot 4.7 features:

  1. HDR Settings — Enable in project.godot:

    [rendering]
    environment/default_environment="default_world.tres"
    
  2. Steam Frame Configuration — Add to project.godot:

    [steam]
    app_id="YOUR_APP_ID"
    
  3. VirtualJoystick — Use built-in node for mobile projects instead of third-party solutions

  4. Export Presets — Configure for:

    • Windows Desktop (64-bit)
    • Linux/X11 (64-bit)
    • Android (API 31+)
    • HTML5 (Web)

Export Presets

Common export configurations:

Target Settings Notes
Windows Desktop, 64-bit, D3D12 Default for PC games
Linux Desktop, 64-bit, Vulkan Requires vulkan drivers
Android Mobile, API 31+, ARM64 Use VirtualJoystick for controls
HTML5 Web, WASM Limited to web-compatible features

MCP Bridge Tools (Optional — Live Editor Integration)

When the MCP bridge is running (Phase 2), these tools can inspect and modify your project live:

  • project_settings_read — Read current project.godot settings
  • project_settings_set — Modify project settings (e.g., enable HDR, set Steam app ID)
  • file_browse — List project directories to verify scaffold structure
  • file_write — Write configuration files directly
  • class_db_info — Query Godot class database for export preset node types

Note: MCP tools require the Godot editor to be running with the MCP plugin enabled. Skills work independently without the bridge.

References