Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Installation
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Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills:scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
Assets managed by artists can be updated without touching script directories.
Glob patterns in export presets are simpler (assets/** stays separate from scripts/**).
Easier to configure .gitattributes binary rules per directory.
Scales to teams where artists and programmers work in different areas.
Alternative: Co-Located Structure
For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary gitattributes rules.
# Godot editor data — never commit
.godot/
# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/
# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user
# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db
# GodotPrompter (if used in-project)
.godot-prompter-cache/
.gitattributes
Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.
# Default: normalize line endings to LF on commit
* text=auto eol=lf
# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf
# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf
# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binary
Project Settings
Configure these in Project > Project Settings or directly in project.godot.
Display
Setting
Recommended value
Notes
display/window/size/viewport_width
1920
Base resolution — art reference size
display/window/size/viewport_height
1080
display/window/stretch/mode
canvas_items
Scales 2D content; use viewport for pixel-perfect
display/window/stretch/aspect
keep
Adds letterbox/pillarbox; expand fills screen
display/window/size/resizable
true
Allow window resize on desktop
For pixel-art projects use stretch/mode = viewport and texture_filter = nearest on the root CanvasItem or globally via rendering/textures/canvas_textures/default_texture_filter.
Godot 4.7+: Projects newly created in Godot 4.7 already default display/window/stretch/mode to canvas_items and display/window/stretch/aspect to expand (previously disabled / keep), so only aspect needs changing if you want keep's letterboxing. Projects created on older versions keep their existing values — set both explicitly when upgrading.
Input Map
Define actions in Project > Project Settings > Input Map rather than hard-coding key constants. This lets players rebind controls at runtime.
GDScript — reading input actions:
# Good: action-based (rebindable)
func _process(delta: float) -> void:
var direction := Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("jump"):
_jump()
# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.keycode == KEY_SPACE:
_jump()
C# — reading input actions:
// Good: action-based (rebindable)publicoverridevoid _Process(double delta)
{
float direction = Input.GetAxis("move_left", "move_right");
if (Input.IsActionJustPressed("jump"))
Jump();
}
// Avoid: hard-coded key checkspublicoverridevoid _Input(InputEvent @event)
{
if (@event is InputEventKey key && key.Keycode == Key.Space)
Jump();
}
Saving and restoring custom bindings at runtime (GDScript):
func save_bindings() -> void:
var config := ConfigFile.new()
for action in InputMap.get_actions():
if action.begins_with("ui_"):
continue # skip built-in UI actions
var events := InputMap.action_get_events(action)
config.set_value("bindings", action, events)
config.save("user://bindings.cfg")
func load_bindings() -> void:
var config := ConfigFile.new()
if config.load("user://bindings.cfg") != OK:
return
for action in config.get_section_keys("bindings"):
InputMap.action_erase_events(action)
for event in config.get_value("bindings", action):
InputMap.action_add_event(action, event)
Saving and restoring custom bindings at runtime (C#):
publicvoidSaveBindings()
{
var config = new ConfigFile();
foreach (StringName action in InputMap.GetActions())
{
if (((string)action).StartsWith("ui_"))
continue; // skip built-in UI actionsvar events = InputMap.ActionGetEvents(action);
config.SetValue("bindings", action, events);
}
config.Save("user://bindings.cfg");
}
publicvoidLoadBindings()
{
var config = new ConfigFile();
if (config.Load("user://bindings.cfg") != Error.Ok)
return;
foreach (string action in config.GetSectionKeys("bindings"))
{
InputMap.ActionEraseEvents(action);
var events = (Godot.Collections.Array)config.GetValue("bindings", action);
foreach (InputEvent @event in events)
InputMap.ActionAddEvent(action, @event);
}
}
Autoloads
Register autoloads in Project > Project Settings > Autoload. Autoloads are singleton nodes available globally via their registered name.
Common Autoloads
Name
Path
Purpose
GameManager
autoloads/game_manager.gd
Game state, scene transitions, pause
EventBus
autoloads/event_bus.gd
Decoupled signal relay
AudioManager
autoloads/audio_manager.gd
Music, SFX, volume control
SaveManager
autoloads/save_manager.gd
Save/load game data
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
# autoloads/event_bus.gd
extends Node
# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.
signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)