| name | project-scaffold |
| description | Inspect or initialize a Godot project without imposing a game architecture.
Use when starting a project, checking project.godot, adding a main scene,
or deciding which optional Godot addons are needed.
|
Godot Project Scaffold
Loom does not prescribe an ECS, folder layout, asset pipeline, or game genre.
Keep the existing project structure when one is already present. For a new
project, use the smallest structure that matches the request and record the
choice in the Loom architecture or task contract.
Inspect before editing
From the directory containing project.godot, check:
test -f project.godot
rg -n '^(config/features|run/main_scene|config/name|renderer/|environment/defaults)' project.godot
find . -maxdepth 2 -type f \( -name '*.tscn' -o -name '*.gd' -o -name '*.cs' \) | sort
Read the configured main scene before creating another entry point. Reuse
existing autoloads, input actions, renderer settings, and naming conventions.
Minimal new project layout
Godot's Project Manager can create the project. A small code-first project can
start with:
project-root/
├── project.godot
├── scenes/
│ └── main.tscn
├── scripts/
├── assets/
└── tests/ # only when tests are part of the project
For a 3D project, use a Node3D root, a Camera3D, at least one light, and a
world environment or clear background. Add collision shapes alongside bodies;
do not rely on visual meshes alone for gameplay collision.
project.godot checks
Use the exact ConfigFile syntax already present in the project. The common
sections are:
[application]
config/name="Project Name"
run/main_scene="res://scenes/main.tscn"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
[rendering]
renderer/rendering_method="gl_compatibility"
Only add [input], [autoload], physics, or renderer settings when the task
needs them. Confirm every script-referenced input action exists before handing
off the task.
Optional dependencies
Treat addons as project dependencies, not as Loom features. Check the addon's
own compatibility table and pin a version that matches the installed Godot
version. Do not copy an entire addon repository into addons/; install only
the addon directory and verify that it contains plugin.cfg where applicable.
The references/project_settings.md file contains the detailed ConfigFile and
input serialization patterns carried over from the Godot reference material.
Verification
After scaffolding or changing scenes:
GODOT_BIN="${GODOT_PATH:-godot}"
"$GODOT_BIN" --headless --path . --editor --quit
Then run the project's tests, launch the main scene, and capture evidence when
the task includes runtime or visual acceptance criteria.