What problem does it solve? Building players, enemies, and weapons in Godot often leads to deep inheritance chains and monolithic scripts that are brittle and hard to refactor. This Skill enforces a Composition over Inheritance pattern where entities are orchestrators wiring specialized, reusable component nodes. ## Core Features & Use Cases - Ready-made component scripts: Health, HitBox/HurtBox damage areas, velocity movement, interaction, follower, state machine (VSM), status effects, and visual sync components. - Orchestrator wiring standards: Typed @export dependency injection, signal-up/method-down communication, and dependency validation with asserts. - Decision guidance: Clear rules for choosing Composition vs Autoload vs Inheritance, plus a NEVER-do list preventing common anti-patterns. - Use Case: When building a shooter enemy that needs HP, damage areas, and movement, assemble it from HealthComponent, HitBoxComponent, and VelocityComponent child nodes wired through a thin orchestrator script instead of subclassing. ## Quick Start Ask the AI to design a Godot player controller using the composition pattern with health, movement, and hitbox components wired via typed exports.