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Godot 4 rules for AI coding agents

Full stack: Godot 4 (GDScript)

Ready-to-commit rules for Godot 4 (GDScript) in every major format: AGENTS.md (Codex, Cursor, Copilot), CLAUDE.md (Claude Code), Cursor .mdc project rules, legacy .cursorrules, Copilot instructions, Windsurf rules and GEMINI.md. A Godot 4 game in statically typed GDScript.

Last reviewed 2026-10-21 · Customise in the generator · Raw: AGENTS.md, CLAUDE.md

The mistake agents make most on this stack

Agents write Godot 3 syntax (`export var`, `yield`) that does not compile in Godot 4.

Generated files

AGENTS.md
# AGENTS.md - this project

Instructions for AI coding agents working in this repository.

## Project

A Godot 4 (GDScript) project.

Stack: Godot 4 (GDScript).

## Commands

- Run project: `godot --path .`
- Headless import/check: `godot --headless --path . --import`

## How to work in this repo

- Read the relevant files before editing. Follow the patterns already in the codebase over these generic rules.
- Make the smallest change that solves the task. Do not refactor or reformat unrelated code.
- Before saying a task is done, run the type-check, lint and tests listed under Commands and fix what you broke.
- If requirements are ambiguous, ask one clear question instead of guessing.
- Never commit secrets, API keys or `.env` files. Use env vars and keep `.env.example` up to date.
- Do not add a new dependency when the standard library or an existing dependency already covers it.
- Ask before adding, removing or upgrading any dependency.
- Ask before changing database schemas, auth, payments or CI configuration.
- Never delete files, drop data or run destructive commands (`rm -rf`, `git push --force`, `DROP TABLE`) without explicit approval.
- Keep each change under ~200 changed lines where possible; split larger work into steps.

## Godot 4 (GDScript)

- Use Godot 4 GDScript syntax (`@export`, `@onready`, `signal`, `super()`). No Godot 3 syntax such as `export var` or `yield`.
- Use static typing everywhere: `var speed: float = 200.0`, typed function signatures and return types.
- Prefer composition: small scenes with one responsibility, combined in the scene tree.
- Communicate upward with signals and downward with method calls ("call down, signal up").
- Physics and movement go in `_physics_process(delta)`; visuals in `_process(delta)`.
- Reference child nodes with `@onready var x: Type = $Path` or `%UniqueName`, not repeated `get_node()` calls.
- Avoid hand-editing `.tscn` / `.tres` files beyond trivial changes; describe Editor steps to the user instead.

## Reference docs

- [Godot docs](https://docs.godotengine.org/en/stable/)

Commands your agent should run

TaskCommand
Run projectgodot --path .
Headless import/checkgodot --headless --path . --import

What the rules cover

Godot 4 (GDScript)

Godot 4 game with statically typed GDScript. Scoped to **/*.gd in Cursor, Copilot and Windsurf.

  • Use Godot 4 GDScript syntax (@export, @onready, signal, super()). No Godot 3 syntax such as export var or yield.
  • Use static typing everywhere: var speed: float = 200.0, typed function signatures and return types.
  • Prefer composition: small scenes with one responsibility, combined in the scene tree.
  • Communicate upward with signals and downward with method calls ("call down, signal up").
  • Physics and movement go in _physics_process(delta); visuals in _process(delta).
  • Reference child nodes with @onready var x: Type = $Path or %UniqueName, not repeated get_node() calls.
  • Avoid hand-editing .tscn / .tres files beyond trivial changes; describe Editor steps to the user instead.

Source docs: Godot docs

How to install

  1. Copy AGENTS.md to your repo root. That covers Codex, Cursor, GitHub Copilot and most other agents.
  2. Using Claude Code? Add a CLAUDE.md with the single line @AGENTS.md, or use the standalone CLAUDE.md tab above.
  3. Want rules that only load for certain files in Cursor? Add the .cursor/rules/*.mdc files.
  4. Commit the files so your whole team (and every agent) shares them.

FAQ

Where do I put the AGENTS.md for Godot 4 (GDScript)?

Save it as AGENTS.md in the root of your repository, next to your main config file. Codex, Cursor and GitHub Copilot pick it up automatically. For Claude Code, add a CLAUDE.md containing @AGENTS.md (or use the standalone CLAUDE.md on this page).

What is the most common mistake AI agents make with Godot 4 (GDScript)?

Agents write Godot 3 syntax (export var, yield) that does not compile in Godot 4.

Which commands should the agent run to check its work?

For this stack: godot --path ., godot --headless --path . --import. They are listed in the generated files so the agent runs them before finishing a task.

Do these Godot 4 (GDScript) rules work with Cursor and Claude Code?

Yes. This page includes the same rules as AGENTS.md, CLAUDE.md, Cursor .mdc project rules, a legacy .cursorrules file, GitHub Copilot instructions, Windsurf rules and GEMINI.md.

Can I customise these rules?

Yes. Open this stack in the generator to add or remove libraries, set your project name and package manager, switch beginner explanations on, and download everything as a zip.

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