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Extract Code-Created Objects to Scenes

Use when building Godot features and your code creates nodes with .new() instead of using scenes. Detects Timer.new(), Area2D.new(), Sprite2D.new() and other code-created objects. Automatically generates .tscn scene files, updates parent scripts with @onready references, and creates reusable comp...

Installable skillMITBy AsreonnUpdated Oct 30, 2026
INTENDED FOROpenClawInstall in a listed agent.

instructions.md

---
name: godot-extract-to-scenes-a27b461adccb
version: 3.0.0
displayName: Extract Code-Created Objects to Scenes
description: >
  Use when building Godot features and your code creates nodes with .new() instead
  of using scenes. Detects Timer.new(), Area2D.new(), Sprite2D.new() and other
  code-created objects. Automatically generates .tscn scene files, updates parent
  scripts with @onready references, and creates reusable component library.
author: Asreonn
license: MIT
category: game-development
type: tool
difficulty: intermediate
audience: [developers]
keywords:
  - godot
  - scene-extraction
  - component-library
  - new-operator
  - node-creation
  - code-refactoring
  - tscn-generation
  - gdscript
platforms: [macos, linux, windows]
repository: https://github.com/asreonn/godot-superpowers
homepage: https://github.com/asreonn/godot-superpowers#readme

permissions:
  filesystem:
    read: [".gd", ".tscn", ".tres"]
    write: [".tscn", ".tres", ".gd"]
  git: true

behavior:
  auto_rollback: true
  validation: true
  git_commits: true

outputs: "Component library with .tscn scenes, preset resources, updated parent scripts, git commits"
requirements: "Git repository, Godot 4.x"
execution: "Fully automatic with git commits per component"
integration: "Part of godot-refactor orchestrator, works with godot-split-scripts"
---

# Extract Code-Created Objects to Scenes

## Core Principle

**Every node should be a scene.** Code-created objects with `.new()` should be rare exceptions for truly dynamic content.

## What This Skill Does

Finds patterns like:
```gdscript
var timer = Timer.new()
timer.wait_time = 2.0
timer.one_shot = true
add_child(timer)
```

Transforms to:
```gdscript
@onready var timer: Timer = $Timer
# Timer is now a scene node, configured in editor
```

## Detection Patterns

Scans for:
- `Timer.new()`
- `Area2D.new()`, `CollisionShape2D.new()`
- `Sprite2D.new()`, `AnimatedSprite2D.new()`
- `AudioStreamPlayer.new()`, `AudioStreamPlayer2D.new()`
- `Control.new()`, `Label.new()`, `Button.new()`
- Any `Node*.new()` pattern

## When to Use

### You're Building New Features
Your code creates objects dynamically that should actually be scenes.

### You're Refactoring Legacy Code
Old code has `.new()` calls that make nodes invisible in editor.

### You Want Inspector Visibility
You want to configure properties in the Godot editor, not in code.

## Process

1. **Scan** - Find all `.new()` patterns in .gd files
2. **Analyze** - Determine node type, properties, parent relationships
3. **Generate** - Create .tscn scene files with proper configuration
4. **Update** - Replace code creation with @onready references
5. **Commit** - Git commit per component extracted

## Example Transformation

**Before:**
```gdscript
# player.gd
func _ready():
    var hitbox = Area2D.new()
    hitbox.name = "Hitbox"
    var collision = CollisionShape2D.new()
    var shape = RectangleShape2D.new()
    shape.size = Vector2(32, 48)
    collision.shape = shape
    hitbox.add_child(collision)
    add_child(hitbox)
```

**After:**
```gdscript
# player.gd
@onready var hitbox: Area2D = $Hitbox
# Hitbox is now configured as scene node in player.tscn
```

**Generated File:**
```ini
# components/hitbox_component.tscn
[gd_scene load_steps=2 format=3]

[sub_resource type="RectangleShape2D" id="1"]
size = Vector2(32, 48)

[node name="Hitbox" type="Area2D"]

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("1")
```

## What Gets Created

- Component library in `components/` directory
- .tscn scene files with proper node hierarchy
- Preset .tres files for reusable configurations
- Updated parent scripts with @onready references
- Git commits documenting each extraction

## Smart Detection

**Skips intentional dynamic creation:**
- Objects created in loops (spawning enemies)
- Objects created conditionally (different weapon types)
- Objects with variable types (plugin systems)

**Focuses on static objects:**
- Same object created every time
- Properties set to constant values
- Should exist in editor for visibility

## Integration

Works with:
- **godot-split-scripts** - Extract, then split large scripts
- **godot-add-signals** - Use signals with extracted components
- **godot-refactor** (orchestrator) - Runs as part of full refactoring

## Safety

- Every operation creates a git commit
- Validation tests run after extraction
- Auto-rollback on test failure
- Original code preserved in git history

## When NOT to Use

Don't extract if:
- Object is created dynamically (in loop, based on data)
- Object type varies at runtime
- Object is truly temporary (created and destroyed frequently)
- Code is already using PackedScene.instantiate()

These are legitimate uses of `.new()` and should remain as code.

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Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.