godot-signals-groups

godot-signals-groups is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 95 tokens per session (1,320 once invoked), scanned A, original, Apache-2.0.

A guide for making Godot 4.7 game objects communicate through signals and groups. Signals are messages sent when something happens; groups let you address many related objects together.

In plain words
What is it for?
Use it for events such as player deaths or collected items, for notifying parent scenes, and for actions affecting groups such as pausing all enemies or saving every checkpoint.
Why use it?
It reduces hard-coded links between game objects, so a scene can be reused without knowing exactly which other objects will respond.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 16 skills shipped together , and of gamedev

Good fit Use it for events such as player deaths or collected items, for notifying parent scenes, and for actions affecting groups such as pausing all enemies or saving every checkpoint.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 16 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-signals-groups

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-signals-groups

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-signals-groups.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 95 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,320 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00095 $0.01320
Opus 5.5 $0.00038 $0.00528
Sonnet 5.5 $0.00019 $0.00264
Haiku 4.5 $0.00010 $0.00132

Measured 2d ago against content hash eccc8d79a708, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-signals-groups 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.

skills/godot/godot-signals-groups/SKILL.md · 135 lines

How it starts

The opening of the file, as written. The whole thing — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Signals & Groups (4.x)

Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets Godot 4.7.

When to use

  • Use when a node needs to tell others "something happened" (player died, item picked up, wave cleared) without holding direct references to them.
  • Use when you need to address a whole category of nodes at once ("pause all enemies", "save every checkpoint").

When not to use: raw signal syntax basics → godot-gdscript; scene structure and instancing → godot-nodes-scenes. For cross-scene global events, emit from an autoload (see godot-nodes-scenes).

Core workflow

  1. Decide the direction. A child/sub-scene should emit a signal upward; the parent connects to it. This keeps the child reusable and ignorant of who listens.
  2. Declare typed signals on the emitter; emit() them when the event occurs.
  3. Connect with a Callable (sig.connect(_on_sig)), optionally in the editor's Node dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.
  4. Use groups for broadcast: add nodes to a named group, then iterate get_tree().get_nodes_in_group(...) or call_group(...).
  5. Disconnect when needed (e.g. before freeing a long-lived listener) and check is_connected() to avoid duplicate connections.

Patterns

1. Emit upward, connect from the parent

# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)

func _on_body_entered(body: Node) -> void:
    if body.is_in_group("player"):
        collected.emit(10)
        queue_free()
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
    for coin in get_tree().get_nodes_in_group("coins"):
        coin.collected.connect(_on_coin_collected)

func _on_coin_collected(value: int) -> void:
    GameState.add_score(value)

2. Connect flags: one-shot and bind extra arguments

Read the full file on GitHub · 135 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 Changed · +3 lines eccc8d79a708
  2. 1mo ago First seen · 132 lines · 95 tokens per session scan A bf1ff3e6b84b

Subscribe to this mod's changes

godot-signals-groups is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 95 tokens to every session and 1,320 once invoked, about $0.0004 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

editor-session-quit

Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.

IvanMurzak/Unity-MCP · 52 tokens

screenshot-game-view

Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.

IvanMurzak/Unity-MCP · 58 tokens

dialogue-manager

Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.

jame581/GodotPrompter · 32 tokens

event-bus

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.

jame581/GodotPrompter · 22 tokens

physics-system

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.

jame581/GodotPrompter · 43 tokens

biome-detail-tuning

Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…

moorestech/moorestech · 131 tokens