Install
Copy this and paste it into Claude Code, Cursor, or any AI assistant:
I want to add the "godot-cursorrules — Cursor Rules" prompt rules to my project. Repository: https://github.com/BlueBirdBack/godot-cursorrules Please read the repo to find the rules/prompt file, then: 1. Download it to the correct location (.cursorrules, .windsurfrules, .github/prompts/, or project root — based on the file type) 2. If there's an existing rules file, merge the new rules in rather than overwriting 3. Confirm what was added
Description
Godot 4.4 Cursor rules: coding standards, architecture patterns, and performance tips for AI-assisted game dev.
Core Development Guidelines
• Use strict typing in GDScript for better error detection and IDE support • Implement \_ready() and other lifecycle functions with explicit super() calls • Use @onready annotations instead of direct node references in \_ready() • Prefer composition over inheritance where possible • Use signals for loose coupling between nodes • Follow Godot's node naming conventions (PascalCase for nodes, snake_case for methods)
Code Style
• Use type hints for all variables and function parameters • Document complex functions with docstrings • Keep methods focused and under 30 lines when possible • Use meaningful variable and function names • Group related properties and methods together
Naming Conventions
• Files: Use snake_case for all filenames (e.g., player_character.gd, main_menu.tscn) • Classes: Use PascalCase for custom class names with class_name (e.g., PlayerCharacter) • Variables: Use snake_case for all variables including member variables (e.g., health_points) • Constants: Use ALL_CAPS_SNAKE_CASE for constants (e.g., MAX_HEALTH) • Functions: Use snake_case for all functions including lifecycle functions (e.g., move_player()) • Enums: Use PascalCase for enum type names and ALL_CAPS_SNAKE_CASE for enum values • Nodes: Use PascalCase for node names in the scene tree (e.g., PlayerCharacter, MainCamera) • Signals: Use snake_case in past tense to name events (e.g., health_depleted, enemy_defeated)
Scene Organization
• Keep scene tree depth minimal for better performance • Use scene inheritance for reusable components • Implement proper scene cleanup on queue_free() • Use SubViewport nodes carefully due to performance impact • Provide step-by-step instructions to create Godot scene(s) instead of providing scene source code
Discussion
Health Signals
My Fox Den
Community Rating
Sign in to rate this booster
Works With
Any AI assistant that accepts custom rules or system prompts
