| name | godot-composition-apps |
| description | Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) โ route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection. |
Godot Composition & Architecture (Apps & UI)
Decision Gate โ App vs Gameplay Entity
| Root node / task | Route |
|---|
| Control, EditorPlugin, tool window, settings dock, form UI | Stay here โ Orchestrator + components |
| Player, Enemy, Weapon, Hitbox, gameplay CharacterBody | godot-composition โ not this skill |
App-only gate: If the node is a gameplay actor (Player/Enemy/Weapon/Hitbox), use godot-composition. This skill owns Control / EditorPlugin / tool composition.
The Core Philosophy
The Litmus Test (Rock Test)
Before writing a script, ask: "If I attached this script to a literal rock, would it still function?"
- Pass: An
AuthComponent on a rock allows the rock to log in. (Context Agnostic)
- Fail: A
LoginForm script on a rock tries to grab text fields the rock doesn't have. (Coupled)
MANDATORY: Validate new components with comp_rock_test_boilerplate.gd.
The Backpack Model (Has-A > Is-A)
Treat the Root Node as an empty Backpack.
- Wrong:
SubmitButton extends AnimatedButton extends BaseButton.
- Right: Root HAS-A
AnimationComponent and HAS-A NetworkRequestComponent.
The Hierarchy of Power (Communication Rules)
| Direction | Source โ Target | Method | Reason |
|---|
| Downward | Orchestrator โ Component | Function Call | Manager owns the workers. |
| Upward | Component โ Orchestrator | Signals | Workers are blind. |
| Sideways | Component A โ Component B | FORBIDDEN | Siblings never talk directly. |
Sideways Fix: Component A signals the Orchestrator; Orchestrator calls Component B.
Available Scripts
MANDATORY: Read the matching script before implementing the pattern. Do not reinvent Orchestrator wiring inline.
MANDATORY first read โ Attach-candidate-to-literal-rock harness that fails hard-coupled components early.
MANDATORY when creating any App/UI root โ Signal-up / call-down wiring skeleton (0% business math).
MANDATORY for VLS โ Logic emits state_changed; visuals/animations react without logic knowing AnimationPlayer/Theme.
Shared component lifecycle + dependency validation for app workers.
Typed export / registry injection so Orchestrators avoid brittle $ paths.
Context-agnostic clipboard worker โ pairs with orchestrator toast pattern (see references).
Resource-backed config for tool settings and form defaults.
MANDATORY for saveable UI/tool state โ Registers Saveable group + get_save_data() without putting I/O in visuals.
Ordered multi-step tool workflows (wizard pages, export pipelines) as child steps.
Only when an app/tool simulates entities; prefer godot-composition for real games.
The Orchestrator Pattern
Root script (LoginScreen.gd, UserProfile.gd, EditorPlugin dock root) is an Orchestrator:
- Math/Logic: 0% ยท State wiring: 100%
- Job: listen to component signals โ call other component methods
MANDATORY: Extend patterns from comp_orchestrator_base.gd.
| Concept | App/UI Example |
|---|
| Orchestrator | UserProfile.gd / Editor dock root |
| Logic component | AuthValidator |
| VLS | AuthVisualSyncer via comp_logic_visual_syncer.gd |
| Theme ownership | Separate theme component โ never mutated inside form logic |
| Focus ownership | Orchestrator grants/releases Control focus; components never steal siblings' focus |
Implementation Standards
- Type Safety โ
class_name on components; no untyped core architecture.
- Dependency Injection โ
@export var auth: AuthComponent (Inspector / %UniqueNames). NEVER get_node("Path/To/Child") for components.
- Stateless workers โ Orchestrator passes data into functions; components do not scrape sibling Controls.
NEVER Do (Expert Architectural Rules)
Hierarchy & Dependencies
- NEVER use get_parent() to fetch data โ Inject via
@export or function args.
- NEVER talk sideways โ Signal up; Orchestrator calls down.
- NEVER use brittle Node Paths โ Prefer
@export / %.
Logic & State
- NEVER put business logic in the Orchestrator โ Only
_on_signal delegators.
- NEVER store global state in individual components โ Shared Context Resource or Autoload.
- NEVER assume a component's parent is a specific type โ Rock Test failure.
Polish & Orchestration
- NEVER skip signal cleanup โ Disconnect on exit / use CONNECT_ONE_SHOT where appropriate.
- NEVER let Logic know about Visuals โ Emit; VLS / Orchestrator plays animations and applies Theme.
Fragile App Workflow: Saveable + Theme Ownership
Do not put save I/O or Theme mutation inside form Controls. Route through components:
- MANDATORY comp_persistence_component.gd on the Orchestrator (or a dedicated Saveable child) โ
add_to_group("Saveable") + get_save_data().
- Theme / StyleBox changes belong in a theme component (theme_manager.gd) called down by the Orchestrator after logic signals success/failure.
- Focus: Orchestrator owns
grab_focus() after validation failures so logic stays Control-agnostic.
# settings_dock_orchestrator.gd (pattern โ wire via @export, not $)
extends Control
@export var persistence: CompPersistenceComponent
@export var theme_mgr: Node # theme_manager.gd API
@export var form_logic: Node
func _ready() -> void:
form_logic.settings_valid.connect(_on_settings_valid)
form_logic.settings_invalid.connect(_on_settings_invalid)
func _on_settings_valid(payload: Dictionary) -> void:
theme_mgr.apply_user_theme(payload.get("theme_id"))
# Save systems collect via Saveable group โ persistence component stays dumb
func _on_settings_invalid(field: StringName) -> void:
# Orchestrator owns focus; logic never touches sibling LineEdits
var target := get_node_or_null("%" + String(field))
if target is Control:
target.grab_focus()
Expert Composition Patterns (Apps)
1. App-Level Service Locator
Prefer Engine.register_singleton() for lightweight non-Node services (Auth, Config) instead of dozens of Autoload Nodes [6].
2. Visual-Logic-Syncers (VLS)
MANDATORY comp_logic_visual_syncer.gd โ logic never calls AnimationPlayer.play().
3. O(1) Component Registry
Orchestrator Dictionary registry for dashboard modules โ still no sideways calls; registry is Orchestrator-private lookup.
MANDATORY for clipboard/share orchestrator examples and service-locator depth: app-orchestrator-examples.md. Do NOT Load when comp_orchestrator_base.gd covers your screen.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain โ do not preload the whole lattice.
Official Documentation
- Scene organization โ Canonical signal-up / call-down ownership so Orchestrators wire components without sibling coupling.
- When and how to avoid using nodes for everything โ Prefer Resources/RefCounted for pure data and logic services so components stay lean and rock-testable.
- Godot interfaces โ Duck-typed method contracts (
has_method) that let composition work without deep inheritance trees.
- What are Godot classes? โ Why Godot favors scene composition (Has-A) over classical Is-A hierarchies for reusable behaviors.
- Using signals โ Upward componentโOrchestrator events that keep workers blind to parents and siblings.
- GDScript exports โ Typed
@export dependency injection that replaces brittle get_node paths in the Inspector.
- Scene Unique Nodes โ
%UniqueName for Orchestrator-local Control/Button wiring without string path fragility.
- Resources โ Data-driven
.tres configs so values stay outside logic components.
- Groups โ Mass registration (e.g. Saveable/Components) for Orchestrator registries without hard sibling refs.
- Autoloads versus regular nodes โ When a scene-local Orchestrator beats a global Autoload for app/UI composition.
- Singletons (Autoload) โ Safe registration of cross-scene services when a true app-level locator is justified.
- Saving games โ Persistence patterns that map cleanly onto modular saveable components.
Related Skills
Prerequisites
- godot-project-foundations โ Project layout, Autoload registration, and scene ownership that Orchestrators and components plug into.
- godot-gdscript-mastery โ Typed exports, signals, and
class_name fluency required before dependency injection and rock-testable components.
- godot-composition โ Core Has-A component model (game-focused sibling); this skill specializes the same rules for Apps/Tools/UI.
Complements
- godot-signal-architecture โ Connect flags, ghost cleanup, and EventBus patterns Orchestrators use for upward wiring.
- godot-autoload-architecture โ Boot order and ownership when composition needs a thin global service instead of scene-local state.
- godot-resource-data-patterns โ Custom Resources and hot-swap
.tres configs that feed data-driven components.
- godot-ui-containers โ Control trees that should signal intent upward while Orchestrators call down into layout.
- godot-ui-theming โ Theme/visual syncers stay separate from auth/form logic under the VLS pattern.
- godot-scene-management โ Scene swaps must re-inject exports and reconnect Orchestrator wiring without sideways sibling links.
- godot-testing-patterns โ Rock-test and signal spies that prove components stay context-agnostic.
Downstream / consumers
Master
- godot-master โ Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.