Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Scanned 6/3/2026
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---
name: godot-project-setup
description: Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
---
# Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
> **Related skills:** **scene-organization** for structuring scene trees, **event-bus** for the EventBus autoload pattern, **save-load** for the SaveManager autoload pattern.
## Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
```
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
└── addons/
```
**Why split layout?**
- Assets managed by artists can be updated without touching script directories.
- Glob patterns in export presets are simpler (`assets/**` stays separate from `scripts/**`).
- Easier to configure `.gitattributes` binary rules per directory.
- Scales to teams where artists and programmers work in different areas.
## Alternative: Co-Located Structure
For solo projects or small teams, keep scenes and scripts together by feature. Easier to move a feature wholesale; harder to apply binary `gitattributes` rules.
```
res://
├── assets/
│ ├── audio/
│ ├── fonts/
│ └── textures/
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd # or Player.cs
│ │ └── player_state.gd
│ └── enemy/
│ ├── enemy.tscn
│ └── enemy.gd
├── levels/
│ ├── level_01/
│ │ ├── level_01.tscn
│ │ └── level_01.gd
│ └── main_menu/
│ ├── main_menu.tscn
│ └── main_menu.gd
├── systems/
│ ├── inventory/
│ └── dialogue/
├── autoloads/
├── resources/
└── addons/
```
## .gitignore
```gitignore
# Godot editor data — never commit
.godot/
# Export artifacts
*.apk
*.aab
*.ipa
*.exe
*.x86_64
*.x86_32
*.arm32
*.arm64
*.pck
*.zip
export/
# C# / Mono build output
.mono/
.import/
bin/
obj/
*.csproj.user
*.sln.user
*.user
# IDE and OS files
.vs/
.vscode/settings.json
.idea/
*.swp
.DS_Store
Thumbs.db
# GodotPrompter (if used in-project)
.godot-prompter-cache/
```
## .gitattributes
Normalize line endings for text files and mark binary assets so Git does not attempt text diffs on them.
```gitattributes
# Default: normalize line endings to LF on commit
* text=auto eol=lf
# Godot-specific text files
*.gd text eol=lf
*.gdshader text eol=lf
*.gdshaderinc text eol=lf
*.tscn text eol=lf
*.tres text eol=lf
*.godot text eol=lf
*.cfg text eol=lf
*.import text eol=lf
# C# source
*.cs text eol=lf
*.csproj text eol=lf
*.sln text eol=lf
# Binary assets — no diff, no merge, no EOL conversion
*.png binary
*.jpg binary
*.jpeg binary
*.webp binary
*.svg binary
*.psd binary
*.aseprite binary
*.wav binary
*.ogg binary
*.mp3 binary
*.ttf binary
*.otf binary
*.woff binary
*.woff2 binary
*.glb binary
*.gltf binary
*.blend binary
*.fbx binary
*.mp4 binary
*.ogv binary
```
## Project Settings
Configure these in `Project > Project Settings` or directly in `project.godot`.
### Display
| Setting | Recommended value | Notes |
|---|---|---|
| `display/window/size/viewport_width` | 1920 | Base resolution — art reference size |
| `display/window/size/viewport_height` | 1080 | |
| `display/window/stretch/mode` | `canvas_items` | Scales 2D content; use `viewport` for pixel-perfect |
| `display/window/stretch/aspect` | `keep` | Adds letterbox/pillarbox; `expand` fills screen |
| `display/window/size/resizable` | `true` | Allow window resize on desktop |
For pixel-art projects use `stretch/mode = viewport` and `texture_filter = nearest` on the root CanvasItem or globally via `rendering/textures/canvas_textures/default_texture_filter`.
### Input Map
Define actions in `Project > Project Settings > Input Map` rather than hard-coding key constants. This lets players rebind controls at runtime.
**GDScript — reading input actions:**
```gdscript
# Good: action-based (rebindable)
func _process(delta: float) -> void:
var direction := Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("jump"):
_jump()
# Avoid: hard-coded key checks
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.keycode == KEY_SPACE:
_jump()
```
**C# — reading input actions:**
```csharp
// Good: action-based (rebindable)
public override void _Process(double delta)
{
float direction = Input.GetAxis("move_left", "move_right");
if (Input.IsActionJustPressed("jump"))
Jump();
}
// Avoid: hard-coded key checks
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey key && key.Keycode == Key.Space)
Jump();
}
```
**Saving and restoring custom bindings at runtime (GDScript):**
```gdscript
func save_bindings() -> void:
var config := ConfigFile.new()
for action in InputMap.get_actions():
if action.begins_with("ui_"):
continue # skip built-in UI actions
var events := InputMap.action_get_events(action)
config.set_value("bindings", action, events)
config.save("user://bindings.cfg")
func load_bindings() -> void:
var config := ConfigFile.new()
if config.load("user://bindings.cfg") != OK:
return
for action in config.get_section_keys("bindings"):
InputMap.action_erase_events(action)
for event in config.get_value("bindings", action):
InputMap.action_add_event(action, event)
```
**Saving and restoring custom bindings at runtime (C#):**
```csharp
public void SaveBindings()
{
var config = new ConfigFile();
foreach (StringName action in InputMap.GetActions())
{
if (((string)action).StartsWith("ui_"))
continue; // skip built-in UI actions
var events = InputMap.ActionGetEvents(action);
config.SetValue("bindings", action, events);
}
config.Save("user://bindings.cfg");
}
public void LoadBindings()
{
var config = new ConfigFile();
if (config.Load("user://bindings.cfg") != Error.Ok)
return;
foreach (string action in config.GetSectionKeys("bindings"))
{
InputMap.ActionEraseEvents(action);
var events = (Godot.Collections.Array)config.GetValue("bindings", action);
foreach (InputEvent @event in events)
InputMap.ActionAddEvent(action, @event);
}
}
```
## Autoloads
Register autoloads in `Project > Project Settings > Autoload`. Autoloads are singleton nodes available globally via their registered name.
### Common Autoloads
| Name | Path | Purpose |
|---|---|---|
| `GameManager` | `autoloads/game_manager.gd` | Game state, scene transitions, pause |
| `EventBus` | `autoloads/event_bus.gd` | Decoupled signal relay |
| `AudioManager` | `autoloads/audio_manager.gd` | Music, SFX, volume control |
| `SaveManager` | `autoloads/save_manager.gd` | Save/load game data |
Keep autoloads small. Move logic into standalone classes and call them from the autoload.
### Minimal GameManager — GDScript
```gdscript
# autoloads/game_manager.gd
extends Node
signal scene_changed(scene_path: String)
signal game_paused(is_paused: bool)
var current_level: String = ""
var is_paused: bool = false
func change_scene(path: String) -> void:
current_level = path
scene_changed.emit(path)
get_tree().change_scene_to_file(path)
func set_paused(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func quit_game() -> void:
get_tree().quit()
```
### Minimal GameManager — C#
```csharp
// autoloads/GameManager.cs
using Godot;
public partial class GameManager : Node
{
[Signal]
public delegate void SceneChangedEventHandler(string scenePath);
[Signal]
public delegate void GamePausedEventHandler(bool isPaused);
public string CurrentLevel { get; private set; } = "";
public bool IsPaused { get; private set; }
public void ChangeScene(string path)
{
CurrentLevel = path;
EmitSignal(SignalName.SceneChanged, path);
GetTree().ChangeSceneToFile(path);
}
public void SetPaused(bool paused)
{
IsPaused = paused;
GetTree().Paused = paused;
EmitSignal(SignalName.GamePaused, paused);
}
public void QuitGame() => GetTree().Quit();
}
```
### Minimal EventBus — GDScript
```gdscript
# autoloads/event_bus.gd
extends Node
# Declare all cross-system signals here.
# Systems emit to EventBus; listeners connect to EventBus.
signal player_died
signal item_collected(item_id: String, quantity: int)
signal score_changed(new_score: int)
signal level_completed(level_id: String)
```
Nodes connect with:
```gdscript
EventBus.player_died.connect(_on_player_died)
EventBus.player_died.emit()
```
## C# Project Setup
### .csproj
When you enable C# support Godot generates a `.csproj`. Keep it minimal and set the target framework to `net8.0`:
```xml
<Project Sdk="Godot.NET.Sdk/4.3.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<RootNamespace>MyGame</RootNamespace>
</PropertyGroup>
</Project>
```
Replace `MyGame` with your project name. The namespace must match across all C# scripts to avoid registration errors.
### partial class Requirement
Every C# class that extends a Godot type **must** be declared `partial`. Godot's source generator adds the registration code in a companion partial file.
```csharp
// Correct
public partial class Player : CharacterBody2D { }
// Wrong — will not register with Godot
public class Player : CharacterBody2D { }
```
### Namespace Convention
Use a single root namespace for the project. Sub-namespaces are optional but keep them shallow:
```csharp
namespace MyGame.Characters; // OK
namespace MyGame.UI; // OK
namespace MyGame.Systems.Inventory.Data.Containers; // Too deep — flatten
```
### Signal Declaration in C#
Signals must use the `[Signal]` attribute with a delegate ending in `EventHandler`:
```csharp
[Signal]
public delegate void HealthChangedEventHandler(int newHealth, int maxHealth);
// Emit
EmitSignal(SignalName.HealthChanged, health, maxHealth);
// Connect
someNode.HealthChanged += OnHealthChanged;
// Disconnect
someNode.HealthChanged -= OnHealthChanged;
```
## Project Setup Checklist
Use this checklist after scaffolding a new project to verify everything is in place.
- [ ] Directory structure created (`assets/`, `scenes/`, `scripts/` or co-located layout)
- [ ] `.gitignore` created and includes `.godot/`, `.mono/`, `bin/`, `obj/`
- [ ] `.gitattributes` created with LF normalization and binary asset rules
- [ ] `project.godot` — viewport resolution set (1920x1080 or project target)
- [ ] `project.godot` — stretch mode configured (`canvas_items` or `viewport`)
- [ ] Input Map actions defined for all player inputs (no hard-coded key constants)
- [ ] Autoloads registered: `GameManager`, `EventBus`, `AudioManager`, `SaveManager`
- [ ] Autoload scripts created under `autoloads/` (or `scripts/autoloads/`)
- [ ] Autoloads are process mode `Always` if they must run while paused
- [ ] For C# projects: `.csproj` targets `net8.0`, `RootNamespace` set, `Nullable` enabled
- [ ] For C# projects: all node scripts use `partial class`
- [ ] Initial commit on `main` branch before adding game content
- [ ] `CLAUDE.md` contains `## GodotPrompter` section with skill invocation rule (see `godot-prompter:godot-brainstorming` for content)
- [ ] CI pipeline (optional but recommended): runs `godot --headless --check-only` on GDScript files
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