テーマ: godot
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Godot GDExtension: Design the Native Boundary and Ship the Matching Library
Expose a focused native API, register it with Godot, and maintain explicit binary and engine compatibility instead of assuming that compilation alone completes an extension.
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Choosing a Godot renderer with target-device evidence
Compare Forward+, Mobile and Compatibility against required effects, actual export targets and measured scene behaviour before committing to a rendering path.
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Godot scenes, nodes and resources: compose behaviour with clear ownership
Distinguish the live node hierarchy, scene-saving ownership and shared resource data when building reusable Godot scenes.
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Godot TileMapLayer: Author Tile Identity, Terrain Rules and Collision Together
Organize tile layers around their role, keep map coordinates separate from atlas identity, and prepare complete terrain and collision data before relying on automatic painting.
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Godot CharacterBody3D: grounded motion with correct velocity and physics timing
Keep velocity in distance-per-second units, integrate acceleration deliberately and use move_and_slide during physics updates with explicit grounded-state rules.
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Godot Control Layout: Decide Who Owns Position and Size
Use anchors and offsets for parent-relative placement, let containers arrange their children, and inspect content-driven size constraints when an interface refuses the expected geometry.
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Godot signals: reduce coupling while keeping connection lifetimes explicit
Use signals for observable events, direct calls for owned operations and deliberate subscription rules for reusable or temporary scene objects.
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