| name | godot-project-foundations |
| description | Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore. |
Project Foundations
Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.
Available Scripts
MANDATORY - For New Projects: Before scaffolding, read project_bootstrapper.gd - Auto-generates feature folders and .gitignore.
Expert project scaffolding tool for auto-generating feature folders and .gitignore.
Scans entire project for snake_case/PascalCase violations. Run before PRs.
Detects circular scene dependencies and coupling issues. Critical for projects >50 scenes.
Generates complete feature folders with base scenes, scripts, and subfolders.
Do NOT Load dependency_auditor.gd unless troubleshooting loading errors or auditing large projects.
NEVER Do in Project Organization
- NEVER group by file type —
/scripts, /sprites, /sounds folders? Nightmare maintainability. Use feature-based: /player, /enemies, /ui.
- NEVER mix snake_case and PascalCase in files —
PlayerController.gd vs player_controller.gd? Pick one. Official standard: snake_case for files, PascalCase for nodes.
- NEVER forget .gitignore — Committing
.godot/ folder = 100MB+ bloat + merge conflicts. ALWAYS include Godot-specific .gitignore.
- NEVER use hardcoded get_node() paths —
get_node("../../../Player/Sprite2D") breaks on scene reparenting. Use %SceneUniqueNames for stable references.
- NEVER skip .gdignore for raw assets — Design source files (
.psd, .blend) in project root = Godot imports them. Add .gdignore to exclude from import process.
1. Naming Conventions
- Files & Folders: Always use
snake_case. (e.g., player_controller.gd, main_menu.tscn).
- Exception: C# scripts should use
PascalCase to match class names.
- Node Names: Always use
PascalCase (e.g., PlayerSprite, CollisionShape2D).
- Unique Names: Use
%SceneUniqueNames for frequently accessed nodes to avoid brittle get_node() paths.
2. Feature-Based Organization
Instead of grouping by type (e.g., /scripts, /sprites), group by feature (the "What", not the "How").
Correct Structure:
/project.godot
/common/ # Global resources, themes, shared scripts
/entities/
/player/ # Everything related to player
player.tscn
player.gd
player_sprite.png
/enemy/
/ui/
/main_menu/
/levels/
/addons/ # Third-party plugins
3. Version Control
- Always include a
.gitignore tailored for Godot (ignoring .godot/ folder and import artifacts).
- Use
.gdignore in folders that Godot should not scan/import (e.g., raw design source files).
Workflow: Scaffolding a New Project
When asked to "Setup a project" or "Start a new game":
- Initialize Root: Ensure
project.godot exists.
- Create Core Folders:
entities/
ui/
levels/
common/
- Setup Git: Create a comprehensive
.gitignore.
- Documentation: Create a
README.md explaining the feature-based structure.
Reference
- Official Docs:
tutorials/best_practices/project_organization.rst
- Official Docs:
tutorials/best_practices/scene_organization.rst
Related