godot-csharp-patterns
Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness.
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Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "godot-csharp-patterns" description: "Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness." license: "MIT" --- # Godot Csharp Patterns ## Purpose Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness. ## Use When - the Godot project uses C# - interop with scenes and resources is growing - architecture needs stronger reviewability ## Inputs - feature scope - node structure - interop points - testing and performance needs ## Process 1. define where C# owns logic versus where scene authoring owns structure 2. keep node and resource assumptions explicit 3. separate reusable logic from scene-specific code 4. handle signal wiring and lifecycle intentionally 5. review C# tooling, export, and build implications ## Outputs - C# boundary notes - interop rules - review findings - build considerations ## Quality Bar - respects scene-tree ownership, autoload boundaries, and resource behavior - keeps scripts, signals, and resources understandable at scale - supports export reliability and content iteration without hidden coupling ## Common Failure Modes - autoloads becoming global dumping grounds - signal webs with no ownership - shared resources causing accidental state leakage ## Related Agents - godot-reviewer - technical-design-lead - tools-programmer ## Related Commands - godot-review - tech-design - verify ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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