Code Format Best Practices for Clean, Readable GDScript

Although there is not one hard, fast rule for how to format or organize your code it is a good idea to follow the standard conventions. Not only does this make it easier to understand your own scripts but also assists others who may need to read through to provide aid. There is a more comprehensive guide available that aims to provide consistency across all developers that can be found in the Godot Docs.

I’ll provide some of the more common formatting mistakes I see beginners (and even myself sometimes) make when writing their scripts. To reiterate, these are merely suggestions to gain uniformity but it is ultimately up to you to decide if you want to follow them.

Naming Conventions

Classes and Nodes

Classes and Nodes should be named using PascalCase. This is also the case if we are setting a variable to a loaded class.

Weapon Class Code Format
Weapon Class Code Format

Functions and Variables

Functions and Variables should be named using snake_case. The underscore denotes a normal space between words and single word variables are just lowercase.

Weapon Class with many Variables

File Names

File names should be named using snake_case. This means that if we have a script for a weapon resource, it should be saved as “weapon.gd”.

weapon.gd Script for our Weapon Class

For other naming conventions, refer to the table below:

Type Convention Example
File Names snake_case weapon.gd
Class Names PascalCase class_name Weapon
Node Names PascalCase PlayerCharacter
Functions snake_case func load_item():
Variables snake_case var shot_cooldown
Signals snake_case signal is_finished
Constants CONSTANT_CASE const MAX_SPEED = 150

Boolean Operations

In GDScript it is preferable to use plain English instead of typical Boolean operators:

  • Use “and” instead of “&&”
  • Use “or” instead of “| |”
  • Use “not” instead of “!”

Code Order

GDScript Code order should follow this general outline:

  1. Properties and Signals
  2. Methods
  3. Public Variables
  4. Private Variables
  5. @onready Variables
  6. Public Methods
  7. Private Methods

With all this in mind you’re ready to start writing clean, readable code. Feel free to reference this post and the official GDScript Style Guide in the Godot Docs as you travel on your development journey.

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