Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
Scanned 9/5/2026
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---
name: godot-gdscript
description: >
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle
(_ready/_process/_physics_process), @export/@onready/@tool annotations,
signals, and await for asynchronous flow. Use when editing .gd scripts in a
Godot project (project.godot), writing or debugging GDScript, or porting 3.x
GDScript to 4.x (function signatures, yield to await, export to @export).
---
# Godot GDScript (4.x)
Write correct, statically typed GDScript and use the node lifecycle and signal
system the way the engine intends. Targets **Godot 4.7** (GDScript 2.0).
## When to use
- Use when writing or fixing `.gd` files: declaring variables, functions, classes,
using `@export`/`@onready`, connecting signals, or awaiting coroutines/signals.
- Use when porting Godot 3.x scripts to 4.x and the script no longer parses.
**When *not* to use:** scene/node structure and instancing questions →
`godot-nodes-scenes`; signal *architecture*/decoupling patterns →
`godot-signals-groups`; using C# instead of GDScript → `godot-csharp`.
## Core workflow
1. **Type everything you can.** GDScript 2.0 supports static types
(`var hp: int = 10`, `func add(a: int, b: int) -> int:`). Types catch errors at
parse time and speed up the VM. Use `:=` for inferred types.
2. **Use the lifecycle callbacks for their purpose:** `_ready()` once when the node
and its children enter the tree; `_process(delta)` every rendered frame;
`_physics_process(delta)` on the fixed physics tick (use it for movement/physics).
3. **Grab node references with `@onready`**, not in `_init()` — children do not exist
until the node enters the tree.
4. **Expose tunables with `@export`** so designers edit them in the Inspector.
5. **React to events with signals + `await`**, not polling, where it reads cleanly.
6. **Run and read errors.** The Debugger panel prints typed errors with line numbers;
fix the first error first (later ones are often cascades).
## Patterns
### 1. A typed script with lifecycle, @export, and @onready
```gdscript
extends Node2D
class_name Spinner # registers a global type usable in other scripts
@export var speed: float = 90.0 # editable in the Inspector (degrees/sec)
@export_range(0, 10, 0.5) var wobble := 2.0
@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:
# Runs once, after children are ready. Safe to touch $Sprite2D here.
sprite.modulate = Color.AQUA
func _process(delta: float) -> void:
# delta is seconds since last frame; multiply rates by it for FPS independence.
rotation_degrees += speed * delta
```
### 2. Signals: declare, emit, connect (4.x Callable syntax)
```gdscript
extends Node
signal health_changed(current: int, maximum: int) # typed signal params
var health := 100
func take_damage(amount: int) -> void:
health = max(health - amount, 0)
health_changed.emit(health, 100) # 4.x: emit as a method on the signal
func _ready() -> void:
# 4.x: connect with a Callable, not a string method name.
health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
print("HP: %d/%d" % [current, maximum])
```
### 3. await — pause until a timer or signal fires (replaces 3.x yield)
```gdscript
func flash_then_continue() -> void:
modulate = Color.RED
await get_tree().create_timer(0.2).timeout # resume after 0.2s
modulate = Color.WHITE
# await any signal: var result = await some_node.some_signal
```
### 4. Lambdas, typed arrays, and safe access
```gdscript
var enemies: Array[Node] = [] # typed array
func cull_dead() -> void:
enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:
return d.get("name", "unknown") # default avoids missing-key errors
```
## Pitfalls
- **3.x → 4.x signal API changed.** `emit_signal("x")` still works but prefer
`x.emit(...)`; `connect("x", self, "_on_x")` is gone — use `x.connect(_on_x)` with a
Callable. `yield(obj, "sig")` is now `await obj.sig`.
- **`export var` is now `@export var`** (annotation). Likewise `onready`→`@onready`,
`tool`→`@tool`, `remote`/`master` RPC keywords → the `@rpc(...)` annotation.
- **`@onready` and `$NodePath` in `_init()` fail** — the node isn't in the tree yet.
Initialize node references in `_ready()` or with `@onready`.
- **Integer division truncates.** `5 / 2 == 2`. Use `5.0 / 2` or cast to `float`.
- **`_process` vs `_physics_process`.** Put `move_and_slide()` and physics in
`_physics_process(delta)`; using `_process` makes motion frame-rate dependent.
- **`class_name` must be unique** project-wide and is required to use the type name in
other scripts or as an Inspector type.
## References
- For the full annotation list, advanced typing, and style conventions, read
`references/annotations-and-typing.md`.
## Related skills
- `godot-nodes-scenes` — the scene tree, instancing, and autoloads.
- `godot-signals-groups` — event-driven architecture with signals and groups.
- `godot-resources` — data-driven design with custom `Resource` types.
- `godot-csharp` — the same engine concepts using C#/.NET.
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