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Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Passed 22 of 23 test cases with the skill, and 18 of 23 without it.
and 1 more in the full report
4 fixed18 passed either way1 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 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.4+, I am storing player stats in a Dictionary with string keys and integer values ('hp', 'mp', 'gold'). To eliminate Variant unboxing overhead on frequent reads inside hot combat loops, how should the dictionary variable be declared with static typing?
| Checked | Without skill | With skill |
|---|---|---|
| Uses typed dictionary declaration syntax Dictionary[String, int]. | Missed | Passed |
The instructions your model reads when the skill loads.
Production-grade GDScript depth — for shipping games, not for learning the language. Pair with gdscript-patterns for fundamentals.
Related skills: gdscript-patterns for language fundamentals, godot-optimization for engine-side perf work, godot-debugging for runtime diagnosis, csharp-godot for the C# alternative.
Intent: This skill is GDScript-only by design (allowlisted). C# users should read
csharp-godot. Adding C# parity here would undermine the audience split.
You're past gdscript-patterns when:
@tool lifecycle correctnessCallable lifetime bugsThis skill assumes you already know typed parameters, @onready, await, match, and lambdas (covered in gdscript-patterns).
Static vars and methods (static vars since Godot 4.1) avoid per-instance overhead:
class_name Tally extends Node
static var _global_score: int = 0
static func add_score(amount: int) -> void:
_global_score += amount
static func get_score() -> int:
return _global_score
Avoid singletons-as-autoloads when a static method on a class would do.
Vector2i vs Vector2 / Vector3i vs Vector3 — integer vectors are 30-40% faster on hot paths (tile coords, grid math). Convert to float only at the rendering boundary:
test cases passed, vs 18 / 23 without
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