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Godot 4 rules file

Godot 4 with typed GDScript. Scripts talk to their own scene, signal upward, and do not add a new autoload for one screen's state. The .godot cache stays out of git.

Change this stack in the generator

The files

Same rules, wrapped for each tool. Use the file your editor lists. Legacy files are there for older builds.

CursorUse this.cursor/rules/project.mdc

.cursor/rules/project.mdc
---description: "Project rules for GDScript, Godot, GUT, Godot project. Generated by RulePaste."alwaysApply: true--- # Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Create `.cursor/rules/` in the project root if it does not exist.
  2. Save this file as `.cursor/rules/project.mdc`. The `.mdc` extension and the frontmatter are required. A plain `.md` file in that folder is ignored.
  3. Commit it. Open a new Cursor chat. Check Settings, Rules, and confirm the rule is listed as Always Apply.
  4. Keep a single rule under a few hundred lines. Split later files by topic and set `alwaysApply: false` plus `globs` when a rule is only for some files.
Cursor (legacy)Legacy.cursorrules

.cursorrules
# Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Save as `.cursorrules` in the project root only if you are on an older Cursor build that still lists this file.
  2. Current Cursor uses `.cursor/rules/*.mdc`. If you keep both, they will drift unless you regenerate them together.
Claude CodeUse thisCLAUDE.md

CLAUDE.md
# Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Save as `CLAUDE.md` in the project root. `.claude/CLAUDE.md` also works if you want the root left clear.
  2. Commit it. Start a new Claude Code session. The file loads at session start, not in the middle of an old one.
  3. When the file gets long, move a topic into `.claude/rules/<topic>.md`. Add a `paths` list only if that topic should load for certain files.
Windsurf / DevinUse this.devin/rules/project.md

.devin/rules/project.md
---trigger: always_ondescription: "Project rules for GDScript, Godot, GUT, Godot project. Generated by RulePaste."--- # Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Create `.devin/rules/` and save this file as `.devin/rules/project.md`. Devin Desktop (formerly Windsurf) prefers this path. `.windsurf/rules/` still works as a fallback.
  2. `trigger: always_on` loads it in every chat. Keep the file under 12,000 characters or it can be truncated with no error.
  3. Commit it and start a new chat. If you also keep `.windsurfrules`, make sure the two files do not disagree.
Windsurf (legacy)Legacy.windsurfrules

.windsurfrules
# Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Save as `.windsurfrules` in the project root if your build still asks for that filename.
  2. This file is always on and cannot be scoped. Prefer `.devin/rules/project.md` on current builds.
GitHub CopilotUse this.github/copilot-instructions.md

.github/copilot-instructions.md
# Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Create `.github/` if needed and save this file as `.github/copilot-instructions.md`.
  2. Commit it. Copilot picks up repository instructions for Chat and, on supported plans, code review and the cloud agent.
  3. For rules that should only affect some files, add `.github/instructions/<name>.instructions.md` with `applyTo` frontmatter instead of growing this file.
Codex + AGENTS.mdAGENTS.md

AGENTS.md
# Project rules Stack: GDScript, Godot, GUT, Godot project. Follow these rules on every task. If a rule disagrees with existing code, match the code and mention the difference. If a rule disagrees with a direct user instruction, follow the user. ## Working agreement - Read the files you will change before editing them. Do not invent the project layout from memory.- Change only what the task needs. No drive-by refactors, renames, or formatting of untouched lines.- Match the patterns already in the repo over a generic style guide.- Do not add dependencies, config files, or abstractions the task did not ask for.- Do not commit secrets, and do not paste `.env` values, tokens, or private keys into code or chat.- If a requirement is ambiguous, choose the smallest reading, state that assumption, and continue. ## Commands - This is a Godot 4 project. Do not add a Node or Python toolchain unless a subfolder already has one.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files.- Run GUT only if `addons/gut` is installed. Use the headless command the repo already documents. ## GDScript - Type variables, parameters, and return values.- `snake_case` for functions, variables, and signals. `PascalCase` for classes and node names. Signal names are past tense, such as `health_changed`.- Cache node references with `@onready` and unique names. Do not call `get_node` every frame.- Keep the file's indentation. Godot's default is tabs. Do not convert a file to spaces. ## Godot - Use the Godot feature tag already in `project.godot`. Do not change it as a side effect.- A script assumes only the nodes in its own scene. Call down to children and signal up to parents.- Do not reach across the tree with absolute node paths. Do not add an autoload for one scene's state.- Use `_physics_process` for movement and `_process` otherwise. Multiply speeds by `delta`.- Do not edit the `.godot/` cache. Commit `project.godot`, scenes, scripts, and `.import` files.- Prefer containers and anchors for UI that must resize. Do not hard-code a full-screen layout in pixels. ## GUT - If the GUT addon is installed, extend `GutTest` and use `assert_eq` and `assert_true`. Do not print and eyeball.- Instance any scene the test needs inside the test. Do not require the editor to be open.- Do not add a second Godot test framework beside GUT. ## Godot project files - Do not introduce Node, Python, or another toolchain unless a subfolder already has it.- Do not commit the `.godot/` cache. Do commit `project.godot` and `.import` files. ## Testing expectations - When you fix a bug, add a test that fails before the fix and passes after, in the repo's current test style.- When you change behavior a caller can observe, update or add a test for that behavior.- Do not test private helpers, framework internals, or third-party libraries. ## Code style - Keep strict type and lint settings on. Do not weaken them to get a green build.- No new `any`, and no empty catch blocks. Prefer `unknown` and narrowing. Handle every fallible call.- Give exported functions an explicit type when the inferred type is not obvious.- Follow the repo formatter. Do not hand-format files the formatter owns.- Do not add comments that restate the code.- Comment only a constraint, invariant, or tradeoff the code itself cannot show.- No file-header banners and no changelog comments. ## Safety - Never commit `.env`, keystores, or credential files. When a new variable is required, add an empty placeholder to the example env file.- Do not disable authentication, authorization, or TLS checks to make a test pass.- Do not force-push, `reset --hard`, drop a database, or delete a directory tree unless the user asked for that exact action.- Do not edit vendored or generated output (`node_modules`, `dist`, `.next`, `vendor`, `Library`, `.godot`). Change the source and regenerate. ## Done when - The change does what was asked and nothing extra.- New or changed behavior is covered at the level in Testing expectations.- The commands in this file that apply to the touched files have been run, or you say which command you could not run.- The diff has no unrelated files, lockfile churn, or secrets. 

Install

  1. Save as `AGENTS.md` in the project root. Codex, Cursor, Copilot CLI, Devin, and many other agents look for this name.
  2. The file is plain Markdown. Do not add frontmatter.
  3. In a monorepo, add a nested AGENTS.md next to a service that needs different commands. Do not leave an empty `AGENTS.override.md` beside it. Codex treats that empty file as the instructions for the folder.
  4. Commit it and start a new agent session.

What each section does

Working agreement

The habits that keep an agent from rewriting the repo while it solves a small task.

Commands

The install, dev, test, and lint commands for this stack, so the agent runs the project's tools instead of guessing.

GDScript

Types, signal names, and node lookups for Godot 4.

Godot

Keeps scene boundaries intact and stops new global autoloads.

GUT

Godot unit tests with the GUT addon, and no second test framework.

Godot project files

Which Godot files are source and which are cache.

Testing expectations

How much test coverage this project wants from the agent, separate from which test runner is installed.

Code style

How strict the types, lint, and comments should be. This is the knob most people actually want to change.

Safety

Hard stops: secrets, destructive git commands, and generated folders.

Done when

The checklist the agent should satisfy before it calls the task finished.

Questions

Does this require the GUT addon?

No. The test section applies if addons/gut is installed. The rule says not to add a second test framework beside it.

Are C# Godot projects covered?

This page is GDScript. For C#, start from the generator, set the language to C#, and keep the Godot framework selected.

Newsletter

Stack notes, occasionally

A short email when a tool changes its rules filename or a new stack page ships. No product drip. If this form is not connected yet, your address is not stored.