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).
.gd files: declaring variables, functions, classes,
using @export/@onready, connecting signals, or awaiting coroutines/signals.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.
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._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).@onready, not in _init() — children do not exist
until the node enters the tree.@export so designers edit them in the Inspector.await, not polling, where it reads cleanly.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
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])
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
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
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.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/annotations-and-typing.md.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.