godot-sync-static-positions

Detect and sync static position conflicts between Godot .tscn and _ready() code.

3|1|Updated Feb 2, 2026
One-click install
npx skills add https://github.com/Asreonn/godot-superpowers --skill godot-sync-static-positions
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-sync-static-positions
Source: https://github.com/Asreonn/godot-superpowers/tree/main/mini-skills/godot-sync-static-positions
Command: npx skills add https://github.com/Asreonn/godot-superpowers --skill godot-sync-static-positions

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Use when Godot nodes have position set in both .tscn (editor) and _ready() (code), creating confusion about actual runtime position. Syncs to single source of truth, making editor preview match game behavior (WYSIWYG).

Core Features & Use Cases

  • Detects static position conflicts between editor values and runtime code.
  • Applies a chosen sync strategy to align .tscn or .gd data.
  • Validates results and documents ownership in the repository to prevent regressions.
  • Integrates with the godot-fix-positions orchestrator for end-to-end syncing.

Quick Start

Run the auto-detection to identify STATIC conflicts between editor .tscn values and code assignments in _ready(). Choose a sync strategy (Editor Wins, Code Wins, or Document Intent) and apply the changes to update .tscn or .gd files. Review the resulting git commits and validation notes, then push the changes to the repository.

Frequently Asked Questions about godot-sync-static-positions

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I fix Godot node position conflicts between the editor and runtime?

Position conflicts in Godot happen when nodes have values set in both .tscn editor data and _ready() code. You can resolve these static conflicts by applying a sync strategy like Editor Wins or Code Wins to establish a single source of truth for your scenes.

Why does my Godot scene preview not match the runtime position?

Your Godot scene preview may not match runtime position because of static conflicts where code in _ready() overrides .tscn editor values. Syncing to a single source of truth ensures the editor preview matches actual game behavior (WYSIWYG).

How do I sync static positions in Godot .tscn and .gd files?

To sync static positions in Godot, run auto-detection to identify conflicts between .tscn and .gd files, choose a sync strategy, and apply changes to update the files. Review the resulting git commits and validation notes to prevent regressions.

Can I choose which source wins when syncing Godot editor and code positions?

Yes, you can choose a sync strategy when resolving Godot position conflicts. Options include Editor Wins, Code Wins, or Document Intent, which selectively update either the .tscn or .gd file to align the static position data.

Does resolving Godot position conflicts require manual git commits?

Resolving Godot position conflicts does not require manual git commits. The process generates guarded commits with in-repo documentation automatically, validating results and documenting ownership to prevent future regressions.