What problem does it solve? Godot projects mix GDScript code with strict text-based scene (.tscn) and resource (.tres) files whose serialization syntax differs sharply from GDScript, causing frequent "failed to load" errors and subtle bugs when edited programmatically. This Skill provides the format rules, validation tooling, templates, and proven architecture patterns needed to work on Godot projects without breaking resource files. ## Core Features & Use Cases - File Format Expertise: Enforces correct .tres/.tscn syntax (ExtResource instead of preload, typed arrays, instance property overrides) and explains the separation between logic in .gd files and data in .tres files. - Validation Scripts: Includes validate_tres.py and validate_tscn.py to catch undeclared resources, GDScript keywords in resource files, and malformed node structures before testing in the editor. - Architecture Patterns & Templates: Provides component-based, signal-driven, and resource-based patterns (attributes, interactions, spells, inventory, state machines) plus ready-to-adapt code templates. - CLI & Testing Workflows: Covers the godot command line for headless runs, script checking, importing, exporting, and unit testing pure logic with the GUT framework. - Use Case: When creating a new spell as a .tres file, follow the template, validate it with the script, and fix reported errors before ever opening the Godot editor. ## Quick Start Use the godot skill to create a new spell resource file and validate it before testing in the editor.