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 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).
emit() them when the event occurs.sig.connect(_on_sig)), optionally in the editor's Node
dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.get_tree().get_nodes_in_group(...) or call_group(...).is_connected() to avoid duplicate connections.# 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)
func _ready() -> void:
# Fire exactly once, then auto-disconnect.
$Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
# bind() appends arguments supplied at connect time (after the signal's own args).
$RedButton.pressed.connect(_on_button.bind("red"))
func _on_button(color: String) -> void:
print("Pressed the %s button" % color)
func pause_all_enemies() -> void:
# Call a method on every node in the "enemies" group (no-op if missing).
get_tree().call_group("enemies", "set_paused", true)
func count_enemies() -> int:
return get_tree().get_nodes_in_group("enemies").size()
Add a node to a group from code or via the editor's Node > Groups tab:
func _ready() -> void:
add_to_group("enemies") # remove_from_group("enemies") to leave
func open_chest() -> void:
$AnimationPlayer.play("open")
await $AnimationPlayer.animation_finished # pause until it emits
spawn_loot()
connect("died", self, "_on_died") →
died.connect(_on_died). The target is implied by the Callable. The legacy
Object.connect("died", Callable(self, "_on_died")) works but the method-name string
form does not._ready()
after re-adding a node stacks callbacks. Guard with
if not sig.is_connected(cb): sig.connect(cb).call_group silently ignores nodes lacking the method. Typos in the method name
fail quietly — prefer a typed signal when the contract matters.references/signal-patterns.md.godot-gdscript — signal/await syntax fundamentals.godot-nodes-scenes — autoloads for global event buses.game-ai — state machines that often drive and consume these events.