AGENT SKILL

godot-tscn-format

Godot .tscn 场景文件格式规范。让 AI 能够直接读写 Godot 场景文件,理解节点树结构、外部/内嵌资源引用、Transform 变换、信号连接等。当需要创建或修改 .tscn 文件时使用此 Skill。

License 许可
MIT
最近更新
2026-11-10
Stars
★ 3
Forks
1

01 前言 Front Matter

name
godot-tscn-format
version
1.0.0
description
Godot .tscn 场景文件格式规范。让 AI 能够直接读写 Godot 场景文件,理解节点树结构、外部/内嵌资源引用、Transform 变换、信号连接等。当需要创建或修改 .tscn 文件时使用此 Skill。

03 SKILL.md 正文

Godot .tscn 场景文件格式规范

用途:让 AI 能够直接读写 Godot 场景文件
版本:v1.0 · 2026-04-24
适用引擎:Godot 4.x


核心原则

Godot 场景文件是纯文本,AI 可以直接通过 write_to_file 和 replace_in_file 操作,无需任何中间层。


一、文件结构总览

[gd_scene load_steps=N format=3 uid="uid://xxx"]    ← 头部(必需)

[ext_resource type="Type" path="res://..." id="ID"]  ← 外部资源引用(可选)
[ext_resource ...]

[sub_resource type="Type" id="ID"]                   ← 内嵌资源定义(可选)
property = value
[sub_resource ...]

[node name="Name" type="Type"]                       ← 根节点(必需)
property = value

[node name="Child" type="Type" parent="."]           ← 子节点
property = value

[connection signal="sig" from="Node" to="Target" method="func"]  ← 信号连接(可选)

二、头部声明

2.1 基本格式

[gd_scene load_steps=4 format=3]
字段 说明
load_steps 资源加载步数 = ext_resource 数 + sub_resource 数 + 1(场景本身)
format 固定为 3(Godot 4.x)
uid 可选,Godot 自动生成的唯一 ID,创建时可省略

2.2 计算 load_steps

load_steps = len(ext_resources) + len(sub_resources) + 1

示例:2 个外部资源 + 3 个内嵌资源 → load_steps=6


三、外部资源引用 (ext_resource)

3.1 格式

[ext_resource type="Type" path="res://path/to/file" id="ID"]

3.2 常见类型

type 文件类型 示例
Script GDScript path="res://scripts/player.gd"
PackedScene 场景 path="res://scenes/enemy.tscn"
Material 材质资源 path="res://materials/floor.tres"
Texture2D 2D 纹理 path="res://textures/icon.png"
AudioStream 音频 path="res://audio/shoot.wav"
Shader 着色器 path="res://shaders/outline.gdshader"

3.3 ID 命名规范

AI 生成时使用有意义的 ID:

[ext_resource type="Script" path="res://scripts/player.gd" id="1_player_script"]
[ext_resource type="Material" path="res://resources/floor_mat.tres" id="2_floor_mat"]
[ext_resource type="PackedScene" path="res://scenes/bullet.tscn" id="3_bullet_scene"]

四、内嵌资源定义 (sub_resource)

4.1 格式

[sub_resource type="Type" id="ID"]
property1 = value1
property2 = value2

4.2 常用碰撞形状

# 胶囊体(角色常用)
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_player"]
radius = 0.35
height = 1.8

# 球体
[sub_resource type="SphereShape3D" id="SphereShape3D_001"]
radius = 0.5

# 盒子
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
size = Vector3(10, 0.2, 10)

# 圆柱体
[sub_resource type="CylinderShape3D" id="CylinderShape3D_001"]
height = 2.0
radius = 0.5

# 2D 形状
[sub_resource type="RectangleShape2D" id="RectangleShape2D_001"]
size = Vector2(32, 32)

[sub_resource type="CircleShape2D" id="CircleShape2D_001"]
radius = 16.0

4.3 常用网格

# 盒子网格
[sub_resource type="BoxMesh" id="BoxMesh_001"]
size = Vector3(1, 1, 1)

# 球体网格
[sub_resource type="SphereMesh" id="SphereMesh_001"]
radius = 0.5
height = 1.0

# 胶囊网格
[sub_resource type="CapsuleMesh" id="CapsuleMesh_001"]
radius = 0.5
height = 2.0

# 圆柱网格
[sub_resource type="CylinderMesh" id="CylinderMesh_001"]
top_radius = 0.5
bottom_radius = 0.5
height = 2.0

# 平面网格
[sub_resource type="PlaneMesh" id="PlaneMesh_001"]
size = Vector2(10, 10)

4.4 材质(内嵌)

[sub_resource type="StandardMaterial3D" id="Material_red"]
albedo_color = Color(1, 0, 0, 1)
roughness = 0.8
metallic = 0.2

# 发光材质
[sub_resource type="StandardMaterial3D" id="Material_glow"]
emission_enabled = true
emission = Color(1, 0.8, 0, 1)
emission_energy_multiplier = 2.0

五、节点声明 (node)

5.1 根节点

[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_player_script")

5.2 子节点

[node name="ChildName" type="NodeType" parent="."]
property = value
parent 值 含义
. 直接子节点(父节点是根)
ParentName 指定父节点名
Parent/Child 嵌套路径

5.3 引用资源

# 引用外部资源
script = ExtResource("1_player_script")
mesh = ExtResource("2_mesh")

# 引用内嵌资源
shape = SubResource("CapsuleShape3D_player")
mesh = SubResource("BoxMesh_001")

5.4 实例化场景

[node name="Enemy1" parent="Enemies" instance=ExtResource("4_enemy_scene")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, -10)

六、Transform 变换

6.1 Transform3D 格式

transform = Transform3D(bx.x, bx.y, bx.z, by.x, by.y, by.z, bz.x, bz.y, bz.z, ox, oy, oz)
参数 含义
bx (1-3) X 轴基向量
by (4-6) Y 轴基向量
bz (7-9) Z 轴基向量
o (10-12) 位置 (origin)

6.2 常用变换

# 单位变换(默认位置)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

# 仅位置
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 2, -10)

# 位置 + 缩放 0.5
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 5, 2, -10)

# 绕 Y 轴旋转 90°(sin90=1, cos90=0)
transform = Transform3D(0, 0, 1, 0, 1, 0, -1, 0, 0, 0, 0, 0)

6.3 Transform2D 格式

transform = Transform2D(cos, sin, -sin, cos, x, y)

# 单位变换
transform = Transform2D(1, 0, 0, 1, 100, 200)

# 旋转 45° 位于 (100, 200)
transform = Transform2D(0.707, 0.707, -0.707, 0.707, 100, 200)

七、常用属性值格式

7.1 基础类型

# 布尔
visible = true
enabled = false

# 整数
health = 100

# 浮点
speed = 10.5

# 字符串
name = "Player"

7.2 向量

# Vector2
position = Vector2(100, 200)
size = Vector2(32, 32)

# Vector3
position = Vector3(0, 1.5, 0)
target_position = Vector3(0, 0, -100)

# Vector4
custom_data = Vector4(1, 2, 3, 4)

7.3 颜色

# Color(R, G, B, A) 范围 0.0-1.0
light_color = Color(1, 0.85, 0.3, 1)
albedo_color = Color(0.25, 0.25, 0.3, 1)

# 半透明
modulate = Color(1, 1, 1, 0.5)

7.4 数组

# PackedStringArray
config/features = PackedStringArray("4.6", "Forward Plus")

# PackedVector2Array
polygon = PackedVector2Array(0, 0, 100, 0, 100, 100, 0, 100)

# 普通数组
groups = ["enemy", "damageable"]

八、信号连接 (connection)

8.1 格式

[connection signal="signal_name" from="NodePath" to="TargetPath" method="method_name"]

8.2 示例

# 同级节点连接
[connection signal="timeout" from="ShootCooldown" to="." method="_on_shoot_cooldown_timeout"]

# 子节点连接到根
[connection signal="body_entered" from="HitArea" to="." method="_on_hit_area_body_entered"]

# 带 flags
[connection signal="pressed" from="Button" to="." method="_on_button_pressed" flags=1]

九、完整示例模板

9.1 3D 角色场景

[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/player.gd" id="1_script"]

[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_001"]
radius = 0.35
height = 1.8

[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_script")

[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
shape = SubResource("CapsuleShape3D_001")

[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
fov = 75.0

[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)

9.2 2D 角色场景

[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/player_2d.gd" id="1_script"]
[ext_resource type="Texture2D" path="res://sprites/player.png" id="2_texture"]

[sub_resource type="RectangleShape2D" id="RectangleShape2D_001"]
size = Vector2(32, 48)

[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_script")

[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_texture")

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_001")

9.3 UI 场景

[gd_scene load_steps=2 format=3]

[ext_resource type="Script" path="res://scripts/hud.gd" id="1_script"]

[node name="HUD" type="CanvasLayer"]
script = ExtResource("1_script")

[node name="MarginContainer" type="MarginContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 20.0
offset_right = -20.0
offset_bottom = -20.0

[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2

[node name="ScoreLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Score: 0"

[node name="TimeLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Time: 60"

十、AI 操作指南

10.1 创建新场景

# AI 直接使用 write_to_file
write_to_file("res://scenes/new_scene.tscn", """
[gd_scene load_steps=1 format=3]

[node name="Root" type="Node3D"]
""")

10.2 修改现有场景

# 使用 replace_in_file 修改属性
replace_in_file("res://scenes/player.tscn",
    old_str='fov = 75.0',
    new_str='fov = 90.0'
)

10.3 添加节点

# 在场景末尾添加节点(信号连接之前)
replace_in_file("res://scenes/player.tscn",
    old_str='[connection signal=',
    new_str='''[node name="NewChild" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

[connection signal='''
)

10.4 常见错误排查

错误 原因 修复
load_steps 不匹配 资源数计算错误 重新计算 ext + sub + 1
id not found 引用了不存在的资源 ID 检查 ExtResource/SubResource ID
场景无法加载 parent 路径错误 检查节点层级关系
属性无效 类型拼写错误 查阅 Godot 文档确认属性名

十一、快速参考

常用节点类型

类别 3D 2D
基础 Node3D Node2D
物理角色 CharacterBody3D CharacterBody2D
刚体 RigidBody3D RigidBody2D
静态体 StaticBody3D StaticBody2D
碰撞形状 CollisionShape3D CollisionShape2D
网格 MeshInstance3D -
精灵 - Sprite2D
相机 Camera3D Camera2D
灯光 DirectionalLight3D, OmniLight3D, SpotLight3D PointLight2D, DirectionalLight2D

常用 UI 节点

节点 用途
Control UI 基类
CanvasLayer UI 层
Label 文本
Button 按钮
TextureRect 图片
ProgressBar 进度条
VBoxContainer / HBoxContainer 布局容器
MarginContainer 边距容器

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