Signals & Events
Implement event-driven architecture with custom signals and the signal bus pattern.
Scripting
No shortcutIntermediate6 min readQuick Reference
Signals & Events
Godot EngineKeyboard Shortcut
N/A
Where to Find
Select any node → Click Attach Script button, or Script Editor panel
Best Used For
- ▸Write game logic with variables and functions
- ▸Connect nodes via signals for decoupled systems
- ▸Expose Inspector properties for designer tweaking
Intermediate⏱ 30–60 minutes to master
Key Settings
Declare:Emit:Connect:Signal bus:
Signals allow decoupled communication between nodes. They implement the observer pattern for event-driven programming.
Where to Find It
Declare with signal keyword. Connect in the editor or via code.
How to Use
- Declare:
signal enemy_killed(points: int). - Emit:
enemy_killed.emit(100). - Connect:
enemy_killed.connect(_on_enemy_killed). - Signal bus: Use an autoload for global events.
Pro Tips
- Use signal buses (autoload scripts with only signals) for global events.
- Disconnect signals when nodes exit the scene tree.
- Pass typed parameters for clarity.