godot

Coding rules for Godot, a game-development engine, covering its scenes, nodes, GDScript code, naming, file organization, and reusable game systems.

In plain words
What is it for?
Use them when writing Godot scenes and scripts, naming nodes and variables, organizing game features, sharing resources, handling global services, and preparing editor-configurable properties.
Why use it?
They provide consistent ways to structure Godot games and make their scenes and scripts easier to understand and maintain.

Cursor rule

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add rules/chand1012/cursorrules/godot
Clone the repo
git clone --depth 1 https://github.com/chand1012/cursorrules
Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 687 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.00687
Opus 5 $0.00000 $0.00344
Sonnet 5 $0.00000 $0.00137
Haiku 4.5 $0.00000 $0.00069

Measured 2d ago against content hash eb1fa58a3317, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

godot scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

languages/godot.mdc · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Best Practices

Node and Scene System

  • Use scenes for visual and structural elements, and scripts for behavior and logic
  • Keep scenes modular and focused on specific game parts (e.g., player, UI, level)
  • Leverage scene inheritance for reusability (e.g., base enemy scene)
  • Manage scene transitions efficiently to maintain performance, especially on mobile
  • Use autoload for global services like game managers, but avoid tight coupling

Naming Conventions

  • Follow the official GDScript style guide
  • Use snake_case for variables, functions, and script files
  • Use PascalCase for class names and node types
  • Prefix node names with their type for clarity (e.g., PlayerSprite, EnemyArea)
  • Use descriptive names with auxiliary verbs for booleans (e.g., is_moving, has_collided)

Code Organization

  • Organize files by feature, not by type (e.g., keep player scene, script, and assets together)
  • Use a consistent folder structure (e.g., scenes/, scripts/, assets/)
  • Place shared resources in a resources/ directory
  • Use export variables for editor-configurable properties
  • Keep scripts focused; use utility scripts for non-node logic

Functions (Methods in GDScript)

  • Use explicit parameter and return types where possible (e.g., func move(direction: Vector2) -> void:)
  • Prefer signals over direct method calls for decoupled communication
  • Keep methods short and focused on a single responsibility
  • Use _init() for initialization and _ready() for setup requiring the scene tree
  • Use _process() and _physics_process() appropriately for game loops

Best Practices

  • Follow the "call down, signal up" approach for node communication
  • Prefer composition over deep inheritance for flexibility
  • Use custom Resource types for data management (e.g., character stats)
  • Optimize performance for the target platform (e.g., mobile vs. desktop)
  • Write unit tests for complex logic using Godot's built-in testing framework
  • Use the Godot editor's features like the debugger and profiler
  • Stick to one Godot version per project to avoid compatibility issues

Read the full file on GitHub · 57 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 57 lines · 687 tokens per session scan A eb1fa58a3317

Subscribe to this mod's changes

godot is a cursor rule published in the GitHub repository chand1012/cursorrules (13 stars, last pushed 9mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 687 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.