Claude-Code-Game-Studios/docs/engine-reference/godot/current-best-practices.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

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# Godot — Current Best Practices
Last verified: 2026-02-12 | Engine: Godot 4.6
Practices that are **new or changed** since the model's training data (~4.3).
This supplements (not replaces) the agent's built-in knowledge.
## GDScript (4.5+)
- **Variadic arguments**: Functions can accept arbitrary parameter counts
```gdscript
func log_values(prefix: String, values: Variant...) -> void:
for v in values:
print(prefix, ": ", v)
```
- **Abstract classes and methods**: Use `@abstract` to enforce inheritance
```gdscript
@abstract
class_name BaseEnemy extends CharacterBody3D
@abstract
func get_attack_pattern() -> Array[Attack]:
pass # Subclasses MUST override
```
- **Script backtracing**: Detailed call stacks available even in Release builds
## Physics (4.6)
- **Jolt Physics is the default 3D engine** for new projects
- Better determinism and stability than GodotPhysics3D
- Some HingeJoint3D properties (`damp`) only work with GodotPhysics
- Switch: Project Settings → Physics → 3D → Physics Engine
- 2D physics unchanged (still Godot Physics 2D)
## Rendering (4.6)
- **D3D12 is the default backend on Windows** (was Vulkan) — for better driver compatibility
- **Glow now processes before tonemapping** with screen blending mode — existing glow setups may look different
- **SSR overhauled** — significant improvement in realism, stability, and performance
- **AgX tonemapper** — new white point and contrast controls
## Rendering (4.5)
- **Shader Baker**: Pre-compile shaders to eliminate startup hitching
- **SMAA 1x**: New AA option — sharper than FXAA, cheaper than TAA
- **Stencil buffer**: Available for advanced masking/portal effects
- **Bent normal maps**: Directional occlusion in normal map textures
- **Specular occlusion**: Ambient occlusion now affects reflections
## Accessibility (4.5+)
- **Screen reader support**: Control nodes integrate with accessibility tools via AccessKit
- **Live translation preview**: Test GUI layouts in different languages directly in-editor
- **FoldableContainer**: New accordion-style UI node for collapsible sections
- **Recursive Control disable**: Disable mouse/focus interactions for entire node hierarchies with a single property
## Animation (4.5+)
- **BoneConstraint3D**: Bind bones to other bones with modifiers
- AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D
## Animation (4.6)
- **IK system fully restored**: Complete inverse kinematics reintroduced for 3D
- Available modifiers: CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK
- Applied via `SkeletonModifier3D` nodes
## Resources (4.5+)
- **`duplicate_deep()`**: Explicit deep duplication for nested resource trees
- Old `duplicate()` behavior retained for backward compatibility
- Use `duplicate_deep()` when you need per-instance copies of nested resources
## Navigation (4.5+)
- **Dedicated 2D navigation server**: No longer proxied through 3D NavigationServer
- Reduces export binary size for 2D-only games
## UI (4.6)
- **Dual-focus system**: Mouse/touch focus is now separate from keyboard/gamepad focus
- Visual feedback differs depending on input method
- Consider this when designing custom focus behavior
## Editor Workflow (4.6)
- Flexible dock drag-and-drop with blue outline preview (including bottom panel)
- Most panels support floating windows (except Debugger)
- New keyboard shortcuts: Alt+O (Output), Alt+S (Shader)
- Export variable auto-generation: drag resource from FileSystem into script editor
- Live preview in Quick Open dialog when "Live Preview" enabled
- New "Select Mode" (v key) prevents accidental transforms; old mode renamed "Transform Mode" (q key)
## Platform (4.5+)
- **visionOS export**: First new platform since open-sourcing (windowed app mode)
- **SDL3 gamepad driver**: Better cross-platform gamepad support
- **Android**: Edge-to-edge display, camera feed access, 16KB page support (Android 15+)
- **Linux**: Wayland subwindow support for multi-window capability