
godot-signals-groups
Build event-driven, decoupled Godot 4.7 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 callgroup. 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
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-signals-groups automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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 4.7.
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
- 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.
- Declare typed signals on the emitter;
emit()them when the event occurs. - Connect with a Callable (
sig.connect(_on_sig)), optionally in the editor's Node dock. UseCONNECT_ONE_SHOTfor fire-once,bind()to pass extra context. - Use groups for broadcast: add nodes to a named group, then iterate
get_tree().get_nodes_in_group(...)orcall_group(...). - Disconnect when needed (e.g. before freeing a long-lived listener) and check
is_connected()to avoid duplicate connections.
Patterns
1. Emit upward, connect from the parent
# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)
func _on_body_entered(body: Node) -> void:
if body.is_in_group("player"):
collected.emit(10)
queue_free()
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
for coin in get_tree().get_nodes_in_group("coins"):
coin.collected.connect(_on_coin_collected)
func _on_coin_collected(value: int) -> void:
GameState.add_score(value)
2. Connect flags: one-shot and bind extra arguments
func _ready() -> void:
# Fire exactly once, then auto-disconnect.
$Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
# bind() appends arguments supplied at connect time (after the signal's own args).
$RedButton.pressed.connect(_on_button.bind("red"))
func _on_button(color: String) -> void:
print("Pressed the %s button" % color)
3. Groups: broadcast to many nodes
func pause_all_enemies() -> void:
# Call a method on every node in the "enemies" group (no-op if missing).
get_tree().call_group("enemies", "set_paused", true)
func count_enemies() -> int:
return get_tree().get_nodes_in_group("enemies").size()
Add a node to a group from code or via the editor's Node > Groups tab:
func _ready() -> void:
add_to_group("enemies") # remove_from_group("enemies") to leave
4. Await a signal inline
func open_chest() -> void:
$AnimationPlayer.play("open")
await $AnimationPlayer.animation_finished # pause until it emits
spawn_loot()
Pitfalls
- 3.x connect signature is gone.
connect("died", self, "_on_died")→died.connect(_on_died). The target is implied by the Callable. The legacyObject.connect("died", Callable(self, "_on_died"))works but the method-name string form does not. - Duplicate connections fire handlers multiple times. Connecting again in
_ready()after re-adding a node stacks callbacks. Guard withif not sig.is_connected(cb): sig.connect(cb). - Connecting to a freed node errors. Godot removes a connection when the emitter or the Callable's owner is freed, but a lambda belongs to the script that created it — one that captures a node freed later keeps firing and errors. Connect listener methods, or disconnect stored lambdas yourself.
- Groups are global to the SceneTree, not per-scene. Two levels using the same group name share membership. Namespace group names if that matters.
call_groupsilently ignores nodes lacking the method. Typos in the method name fail quietly — prefer a typed signal when the contract matters.- Signal args must match the handlers.
emit()does not validate arguments against thesignaldeclaration; a handler with a different argument count fails with "Method expected N argument(s)" at emit time. Declare typed params and emit exactly those.
References
- For connection flags, deferred connections, custom signal arguments, awaiting with
timeouts, and signals vs. direct calls trade-offs, read
references/signal-patterns.md.
Related skills
godot-gdscript— signal/awaitsyntax fundamentals.godot-nodes-scenes— autoloads for global event buses.game-ai— state machines that often drive and consume these events.
FAQ
What does the godot-signals-groups skill do?
Build event-driven, decoupled Godot 4.7 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 callgroup. 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 godot-signals-groups?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-signals-groups/ (personal) or .claude/skills/godot-signals-groups/ (project).
Which AI agents can use godot-signals-groups?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is godot-signals-groups safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains godot-signals-groups?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,557 recorded installs.
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