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Keep using the Godot Editor for scene composition, resource editing, animation, visual debugging, profiler work, and project settings that are safer to change through the Editor."}],["$","div",null,{"className":"doc-command","children":[["$","b",null,{"children":"npm"}],["$","code",null,{"children":"npm install -g stemcode"}]]}],["$","div",null,{"className":"doc-command","children":[["$","b",null,{"children":"pnpm"}],["$","code",null,{"children":"pnpm add -g stemcode"}]]}],["$","pre",null,{"children":["$","code",null,{"children":["cd your-project","\n","stemcode","\n","/init"]}]}],["$","p",null,{"children":"Keep StemCode at the repository root so project instructions, source, configuration, tests, and Git history are visible from one workspace."}]]}] 13:["$","section",null,{"id":"project","className":"docs-section reveal","children":[["$","span",null,{"children":"03 / PROJECT CONTEXT"}],["$","h2",null,{"children":"Make scripts, text scenes, resources, and project settings easy to discover."}],["$","p",null,{"children":"Godot keeps much of a project in reviewable text files, which makes repository-wide analysis useful. The .godot directory and exported builds are generated and should normally stay out of search."}],["$","div",null,{"className":"docs-grid-2","children":[["$","div",null,{"className":"docs-feature-card","children":[["$","span",null,{"children":"INSPECT"}],["$","h3",null,{"children":"Keep source-of-truth files visible."}],["$","pre",null,{"children":["$","code",null,{"children":"project.godot\n*.gd\n*.cs\n*.tscn\n*.tres\naddons/\ntests/"}]}]]}],["$","div",null,{"className":"docs-feature-card","children":[["$","span",null,{"children":"IGNORE"}],["$","h3",null,{"children":"Skip generated or disposable output."}],["$","pre",null,{"children":["$","code",null,{"children":".godot/\n.mono/\nbin/\nobj/\nexport/\nbuild/"}]}]]}]]}],["$","p",null,{"children":["Add generated paths to Git ignore rules or",["$","code",null,{"children":" .stemcode/.stemcodeignore"}]," so repository search stays focused."]}],["$","div",null,{"className":"docs-feature-card","children":[["$","span",null,{"children":"FIRST PROMPT"}],["$","h3",null,{"children":"Understand the project before changing it."}],["$","p",null,{"children":"Analyze this Godot project. 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Use the language server that matches the project, then combine symbol navigation with text search through scenes and resources."}],[["$","div","GDSCRIPT-Use the Godot GDScript language server exposed by your editor setup",{"className":"doc-command","children":[["$","b",null,{"children":"GDSCRIPT"}],["$","code",null,{"children":"Use the Godot GDScript language server exposed by your editor setup"}]]}],["$","div","C#-dotnet tool install --global csharp-ls",{"className":"doc-command","children":[["$","b",null,{"children":"C#"}],["$","code",null,{"children":"dotnet tool install --global csharp-ls"}]]}]],["$","pre",null,{"children":["$","code",null,{"children":["/lsp refresh","\n","/lsp"]}]}],["$","div",null,{"className":"docs-note","children":[["$","b",null,{"children":"Use both semantic navigation and repository search"}],["$","p",null,{"children":"Signals, exported properties, node paths, scene inheritance, autoloads, and resources can create dependencies that are not obvious from symbol references alone. Search the related .tscn, .tres, and project.godot files when tracing behavior."}]]}]]}] 15:["$","section",null,{"id":"cli","className":"docs-section reveal","children":[["$","span",null,{"children":"05 / NATIVE CLI"}],["$","h2",null,{"children":"Use Godot’s native CLI for headless checks, scene runs, and exports."}],["$","p",null,{"children":"Godot is designed to work directly from the command line. Put the correct Godot editor binary on PATH or reference it through a repository variable, then use --path to target the project and --headless for CI or other environments without a display."}],[["$","div","OPEN EDITOR-godot --path . --editor",{"className":"doc-command","children":[["$","b",null,{"children":"OPEN EDITOR"}],["$","code",null,{"children":"godot --path . --editor"}]]}],["$","div","HEADLESS RUN-godot --headless --path .",{"className":"doc-command","children":[["$","b",null,{"children":"HEADLESS RUN"}],["$","code",null,{"children":"godot --headless --path ."}]]}],["$","div","RUN SCENE-godot --path . path/to/scene.tscn",{"className":"doc-command","children":[["$","b",null,{"children":"RUN SCENE"}],["$","code",null,{"children":"godot --path . path/to/scene.tscn"}]]}],["$","div","EXPORT-godot --headless --path . --export-release \"\" ",{"className":"doc-command","children":[["$","b",null,{"children":"EXPORT"}],["$","code",null,{"children":"godot --headless --path . --export-release \"\" "}]]}]],["$","p",null,{"children":"The export preset name must match export_presets.cfg, and CI needs the appropriate export templates installed. 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Then add the requested health feature using the existing scene and signal conventions, and list any Editor wiring required."}]]}],["$","div","Review text-scene impact",{"className":"docs-feature-card","children":[["$","span",null,{"children":"SCENES"}],["$","h3",null,{"children":"Review text-scene impact"}],["$","p",null,{"children":"Identify every scene and resource that references this script or exported property. Explain what will break if the property is renamed before making the change."}]]}],["$","div","Trace event flow",{"className":"docs-feature-card","children":[["$","span",null,{"children":"SIGNALS"}],["$","h3",null,{"children":"Trace event flow"}],["$","p",null,{"children":"Map this signal from emitters to connected handlers, including connections defined in scenes. Check for duplicate connections and cleanup issues."}]]}],["$","div","Reduce scene coupling",{"className":"docs-feature-card","children":[["$","span",null,{"children":"REFACTOR"}],["$","h3",null,{"children":"Reduce scene coupling"}],["$","p",null,{"children":"Review this feature for brittle node paths, oversized scripts, hidden autoload dependencies, and duplicated scene logic. Propose a small staged refactor first."}]]}]]}]]}] 17:["$","section",null,{"id":"validation","className":"docs-section reveal","children":[["$","span",null,{"children":["07"," / BUILD AND TEST"]}],["$","h2",null,{"children":"Use Godot’s headless CLI and the project’s real test workflow."}],["$","p",null,{"children":"Projects differ in test frameworks and export targets. Prefer checked-in scripts and CI commands, with Godot --headless as the native base for unattended validation when the repository supports it."}],[["$","div","HEADLESS-godot --headless --path .",{"className":"doc-command","children":[["$","b",null,{"children":"HEADLESS"}],["$","code",null,{"children":"godot --headless --path ."}]]}],["$","div","TEST-Run the configured GUT, GdUnit, C# test, or repository test script",{"className":"doc-command","children":[["$","b",null,{"children":"TEST"}],["$","code",null,{"children":"Run the configured GUT, GdUnit, C# test, or repository test script"}]]}],["$","div","EXPORT-godot --headless --path . --export-release \"\" ",{"className":"doc-command","children":[["$","b",null,{"children":"EXPORT"}],["$","code",null,{"children":"godot --headless --path . --export-release \"\" "}]]}]],["$","p",null,{"children":"After script changes, open the affected scenes in Godot, check parser and scene errors, run the relevant tests, and exercise the feature in the Editor. 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Keep longer architecture notes, domain context, and workflow references in repository-level StemCode memory so both stay reviewable and versionable."]}],["$","pre",null,{"children":["$","code",null,{"children":"This is a Godot project.\nDo not edit .godot or generated build output.\nTrace scene, resource, signal, and autoload dependencies before changing scripts.\nPreserve exported-property compatibility unless a scene/resource migration is intentional.\nFollow the project's existing GDScript or C# style.\nUse the project's checked-in Godot CLI wrapper and export presets for unattended validation.\nExplain required scene-tree or Inspector changes after code edits."}]}]]}] 19:["$","section",null,{"id":"review","className":"docs-section reveal","children":[["$","span",null,{"children":["09"," / REVIEW"]}],["$","h2",null,{"children":"Review the change in terms of your stack, not only the generated code."}],["$","p",null,{"children":"Ask StemCode to inspect its own diff and check the integration points that are easiest to miss in a repository-wide change."}],["$","pre",null,{"children":["$","code",null,{"children":"- broken node paths or scene references\n- signal connection and cleanup behavior\n- exported property compatibility\n- autoload coupling\n- scene inheritance impact\n- GDScript typing or C# diagnostics\n- required Editor wiring\n- headless test or export results"}]}]]}] 1a:["$","section",null,{"id":"faq","className":"docs-section reveal","children":[["$","span",null,{"children":["10"," / FAQ"]}],["$","h2",null,{"children":"Common setup questions."}],[["$","$1","Does Godot have a native CLI?",{"children":[["$","h3",null,{"children":"Does Godot have a native CLI?"}],["$","p",null,{"children":"Yes. The Godot editor binary supports project selection, editor launch, scene execution, headless mode, scripts, exports, and other command-line options. It is especially useful for CI and reproducible validation."}]]}],["$","$1","Can StemCode work with both GDScript and C#?",{"children":[["$","h3",null,{"children":"Can StemCode work with both GDScript and C#?"}],["$","p",null,{"children":"Yes at the repository level. Use the matching language intelligence for the scripts in the project and keep scene/resource files visible so cross-file behavior can be traced."}]]}],["$","$1","Should .godot be indexed?",{"children":[["$","h3",null,{"children":"Should .godot be indexed?"}],["$","p",null,{"children":"Usually no. It contains generated project state. Keep project.godot, scripts, scenes, resources, addons, and tests visible instead."}]]}],["$","$1","Are .tscn files safe to edit?",{"children":[["$","h3",null,{"children":"Are .tscn files safe to edit?"}],["$","p",null,{"children":"They are text-based, but scene edits can still break references or ownership. Small, reviewable changes are possible; for structural or visual work, the Godot Editor remains the safer source of truth."}]]}]]]}] 1b:["$","section",null,{"className":"docs-section reveal","children":[["$","span",null,{"children":"NEXT STEP"}],["$","h2",null,{"children":"Put StemCode to work in a real repository."}],["$","p",null,{"children":"Install StemCode, open the project you already work in, and begin with a repository-understanding task before asking the agent to change code. That gives the model better context and keeps the workflow reviewable."}],["$","div",null,{"className":"docs-grid-2 docs-spaced","children":[["$","div",null,{"className":"docs-feature-card","children":[["$","span",null,{"children":"INSTALL"}],["$","h3",null,{"children":"Start with the CLI."}],["$","pre",null,{"children":["$","code",null,{"children":["npm install -g stemcode","\n","cd your-project","\n","stemcode"]}]}]]}],["$","div",null,{"className":"docs-feature-card","children":[["$","span",null,{"children":"LEARN"}],["$","h3",null,{"children":"Go deeper."}],["$","p",null,{"children":"Read the full StemCode documentation for providers, permissions, LSP integrations, memory, MCP, CI review, and advanced workspace configuration."}],["$","$L6",null,{"className":"inline-arrow","href":"/docs","children":"READ THE DOCS →"}]]}]]}]]}] 21:[["$","meta","0",{"charSet":"utf-8"}],["$","meta","1",{"name":"viewport","content":"width=device-width, initial-scale=1"}],["$","meta","2",{"name":"theme-color","content":"#f4f5f0"}]] 1d:null 25:I[622,[],"IconMark"] 1f:{"metadata":[["$","title","0",{"children":"StemCode for Godot Developers: GDScript, C#, Scenes, Tests, and Repository-Aware AI | GrowBitLabs"}],["$","meta","1",{"name":"description","content":"Set up StemCode for Godot projects using GDScript or C#, project.godot, scenes, resources, Godot CLI and headless mode, tests, refactoring, and Git review."}],["$","meta","2",{"name":"keywords","content":"StemCode Godot,Godot AI coding agent,GDScript AI assistant,Godot C# AI,Godot CLI,Godot headless,Godot project AI,Godot code review AI"}],["$","meta","3",{"name":"robots","content":"index, follow"}],["$","meta","4",{"name":"googlebot","content":"index, follow"}],["$","link","5",{"rel":"canonical","href":"https://growbitlabs.com/guides/stemcode-godot-developers"}],["$","meta","6",{"property":"og:title","content":"StemCode for Godot Developers: GDScript, C#, Scenes, Tests, and Repository-Aware AI"}],["$","meta","7",{"property":"og:description","content":"Set up StemCode for Godot projects using GDScript or C#, project.godot, scenes, resources, Godot CLI and headless mode, tests, refactoring, and Git review."}],["$","meta","8",{"property":"og:url","content":"https://growbitlabs.com/guides/stemcode-godot-developers"}],["$","meta","9",{"property":"og:type","content":"article"}],["$","meta","10",{"property":"article:published_time","content":"2026-10-01"}],["$","meta","11",{"name":"twitter:card","content":"summary_large_image"}],["$","meta","12",{"name":"twitter:title","content":"StemCode for Godot Developers: GDScript, C#, Scenes, Tests, and Repository-Aware AI"}],["$","meta","13",{"name":"twitter:description","content":"Set up StemCode for Godot projects using GDScript or C#, project.godot, scenes, resources, Godot CLI and headless mode, tests, refactoring, and Git review."}],["$","link","14",{"rel":"icon","href":"/assets/fav.png","sizes":"196x186","type":"image/png"}],["$","link","15",{"rel":"apple-touch-icon","href":"/assets/fav.png","sizes":"196x186","type":"image/png"}],["$","$L25","16",{}]],"error":null,"digest":"$undefined"} 24:"$1f:metadata"