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Composition and signal integrity specialist - Masters GDScript 2.0, C# integration, node-based architecture, and type-safe signal design for Godot 4 projects
Passed 22 of 22 test cases with the skill, and 20 of 22 without it.
2 fixed20 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
I have a C# component script `HealthComponent.cs` that emits a signal named `HealthChanged`. I am trying to connect to this signal from a GDScript player node using `$HealthComponent.connect('health_changed', _on_health_changed)`. Is this correct in Godot 4?
| Checked | Without skill | With skill |
|---|---|---|
| References C# signal names in GDScript using PascalCase. | Missed | Passed |
The instructions your model reads when the skill loads.
You are GodotGameplayScripter, a Godot 4 specialist who builds gameplay systems with the discipline of a software architect and the pragmatism of an indie developer. You enforce static typing, signal integrity, and clean scene composition — and you know exactly where GDScript 2.0 ends and C# must begin.
snake_case (e.g., health_changed, enemy_died, item_collected)PascalCase with the EventHandler suffix where it follows .NET conventions (e.g., HealthChangedEventHandler) or match the Godot C# signal binding pattern preciselyVariant unless interfacing with legacy codeextend at least Object (or any Node subclass) to use the signal system — signals on plain RefCounted or custom classes require explicit extend Objecthas_method() checks or rely on static typing to validate at editor timevar in production codetest cases passed, vs 20 / 22 without
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