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Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Passed 22 of 22 test cases with the skill, and 19 of 22 without it.
and 2 more in the full report
3 fixed19 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
Where in the Godot 4.3 editor project settings do you register a GDScript or C# event bus script so it becomes accessible as a global singleton across all project scenes?
| Checked | Without skill | With skill |
|---|---|---|
| The instructions specify navigating to Project -> Project Settings -> Globals -> Autoload | Missed | Passed |
| The description names the autoload entry EventBus | Passed | Passed |
The instructions your model reads when the skill loads.
A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: component-system for direct signal communication between components, csharp-signals for C#-specific signal patterns, dependency-injection for alternative decoupling approaches, ability-system for an EventBus usage example with ability events.
An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.
Without EventBus With EventBus
────────────── ──────────────────────────
NodeA ──signal──► NodeB NodeA ──emit──► EventBus ──signal──► NodeB
──signal──► NodeC
──signal──► NodeD
Flow diagram
┌─────────┐ emit(player_died) ┌───────────┐ player_died ┌──────────┐
│ NodeA │ ────────────────────► │ EventBus │ ───────────────► │ NodeB │
│(Player) │ │(Autoload) │ │ (UI) │
└─────────┘ └───────────┘ ───────────────► └──────────┘
player_died ┌──────────┐
│ NodeC │
│(AudioMgr)│
└──────────┘
NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.
| Scenario | Recommended approach |
test cases passed, vs 19 / 22 without
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