godot-sync-static-positions
CommunityAlign editor and runtime node positions in Godot.
System Documentation
What problem does it solve?
Use when Godot nodes have position set in both .tscn (editor) and _ready() (code), creating confusion about actual runtime position. Syncs to single source of truth, making editor preview match game behavior (WYSIWYG).
Core Features & Use Cases
- Detects static position conflicts between editor values and runtime code.
- Applies a chosen sync strategy to align .tscn or .gd data.
- Validates results and documents ownership in the repository to prevent regressions.
- Integrates with the godot-fix-positions orchestrator for end-to-end syncing.
Quick Start
Run the auto-detection to identify STATIC conflicts between editor .tscn values and code assignments in _ready(). Choose a sync strategy (Editor Wins, Code Wins, or Document Intent) and apply the changes to update .tscn or .gd files. Review the resulting git commits and validation notes, then push the changes to the repository.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: godot-sync-static-positions Download link: https://github.com/Asreonn/godot-superpowers/archive/main.zip#godot-sync-static-positions Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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