Use when an existing Godot project needs gameplay, physics, animation, input, hitstop, or camera contracts mapped onto its configured idle and physics processing loops.
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---
name: godot
description: Use when an existing Godot project needs gameplay, physics, animation, input, hitstop, or camera contracts mapped onto its configured idle and physics processing loops.
---
# Godot adapter
Inspect the Godot version, project physics tick setting and existing node ownership before mapping gameplay clocks.
## Timing
`_process(delta)` is idle/frame processing and varies with rendered frame rate. `_physics_process(delta)` runs before physics steps at the project's configured physics tick rate (60/s is a default, not a contract). The engine may process multiple physics steps in one rendered frame when catching up.
Physics-facing character/collision work normally belongs in `_physics_process`; presentation can live in `_process`. If the project uses another deterministic logical clock, preserve it rather than forcing all gameplay into the default physics rate.
Actor-local hitstop pauses the selected action/animation/logical clock. Do not use `Engine.time_scale` for per-actor combat freeze.
## Bindings
- input: `Input` / action map into semantic actions;
- pose: `AnimationPlayer` / `AnimationTree` under local time ownership;
- hits: `Area2D/3D`, shape queries, `ShapeCast2D/3D`, or project-authored logical volumes;
- knockback: body movement solver in the owned physics/logical phase;
- camera: `SpringArm3D`/shape sweep or project solution implementing `camera-anti-clip`.
## Lifecycle and resources
The engine-neutral rules live in `audio-feel`, `juice-vfx`, `asset-runtime`, `performance-budget` and `soak-stability`; this section only maps them onto Godot.
- audio output: Web exports start audio only after user interaction. `AudioStreamPlayer.max_polyphony` (Godot 4) caps retriggered voices on one player.
- background: `NOTIFICATION_APPLICATION_FOCUS_OUT`/`IN` and, on mobile, `NOTIFICATION_APPLICATION_PAUSED`/`RESUMED` are the lifecycle points for loops and catch-up limits.
- release: `queue_free()` removes nodes. Resources are reference-counted, so drop references (including caches and signals) to free them. Reuse particle nodes by restarting emission instead of instancing one per hit.
- overlays: `CanvasLayer.layer` orders flashes and overlays against the HUD.
## Asset pack import
When [asset-pack-intake](../../assets/asset-pack-intake/SKILL.md) hands over a validated pack: copy the pack folder under one `res://` root and keep the paths the pack's `.tres` files reference. Atlas JSON is metadata; a shipped `SpriteFrames` resource turns each pack animation into a Godot animation (its relative frame durations preserve the pack's tick holds). Set the viewport to the profile's virtual resolution (for example 640x360, `data/display.json`), stretch mode `viewport` for pixel styles and `canvas_items` for the cartoon style with `scale_mode = integer`, so the 1920x1080 window shows an exact integer scale (no fractional scaling, no letterbox blur); pixel styles need nearest filtering, the cartoon style linear. Switch art style by changing one style id and resolving every asset key through the pack's `styles.json` (2D: atlas + animation name, 3D `toon-3d`: GLB + node + clips imported as `PackedScene`); the same Tiled ids, tile-unit hitboxes and tick tables drive every style. A shipped `TileSet` carries one physics layer by tile semantic; the pack's Tiled `.tmj` is read as data (Godot has no native Tiled loader), with gid minus one as the tileset index and objects anchored at the bottom of their tile. Import status is recorded separately: headless import plus a loader that reconciles resources against the atlas JSON is engine integration evidence; it is not a playthrough.
## Accept
Record Godot version and configured physics ticks per second, then document which work is `_process`, `_physics_process`, or a custom clock. Replay equivalent logical input at different render rates and verify identical logical outcomes without claiming identical presentation latency.
Record the lifecycle hooks and resource release points used. A burst, teardown and background/resume cycle returns live effect, voice, timer and handle counts to the warm-up baseline; untested platforms remain `not-run`.