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AgentRune

Skill · Version 1.0.0

Godot scene lifecycle

Organizes who creates, owns and removes scenes and their event connections. Reusable enemies, menus and levels can then be loaded repeatedly without leaving duplicate reactions or abandoned objects.

godot-scene-lifecycle

See how it helps

When is it useful?

Use when level changes duplicate signals or leave unexpected nodes.

What does it help you do?

  • Tracks who creates, parents and frees each node.
  • Uses public signals for observations and methods for commands.
  • Separates persistent player data from disposable level nodes.

Try asking this

Make our treasure-room scene reusable in two different dungeons. Enter and leave it ten times, then collect one coin. Show that the score changes once, old enemies are removed, and the player’s inventory survives the room transition.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Godot — scene lifecycle

Use when implementing or restructuring Godot scenes, signals, ownership or scene transitions.

Version and project gate

Inspect project.godot, config/features, .tscn and .tres files, export_presets.cfg without credentials, input actions, autoloads, renderer, physics backend and installed Godot executable. Distinguish Godot 3 from 4 before selecting APIs. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Trace who creates, parents and frees each node. Define public signals for observations and methods for commands. Inject dependencies from a stable parent; separate persistent player state from disposable level nodes. Identify initialization order before moving connections.

Deliver

A scene dependency sketch and a focused scene/script patch whose ownership and teardown can be followed. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

An autoload event bus can hide invalid lifecycle assumptions; a hardcoded relative NodePath may work only in one nesting.

Acceptance scenario

Instantiate the same scene beneath two different parents, switch levels repeatedly, and confirm one response per signal. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Rune. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md