# Godot 4 trap table for coding agents (free sample)

A free sample from Engine Agent Kits by PaperChaseWebb. Works with Claude Code, Codex, Cursor or any coding agent working in a Godot 4 project.

Coding agents mix Godot 3 and Godot 4 because both are in their training data. The errors look random until you know the pattern. Put this table in your repo and point your rules file at it.

## Ten traps agents hit most

| Godot 3 habit | Godot 4 form |
|---|---|
| KinematicBody2D | CharacterBody2D |
| Spatial | Node3D |
| move_and_slide(velocity, Vector2.UP) | set velocity, then move_and_slide() with no arguments |
| yield(obj, "signal") | await obj.signal |
| export var speed = 200 | @export var speed: float = 200.0 |

| Godot 3 habit | Godot 4 form |
|---|---|
| onready var | @onready var |
| connect("pressed", self, "_on_pressed") | pressed.connect(_on_pressed) |
| scene.instance() | scene.instantiate() |
| get_tree().change_scene(path) | get_tree().change_scene_to_file(path) |
| File.new() | FileAccess.open(path, FileAccess.READ) |

## The headless check

```
godot --headless --path . --quit
```

Make the agent run it after every session and fix every error before new work.

## Rules file lines

"This is a Godot 4 project. Never write Godot 3 syntax. Use typed GDScript, @export, @onready and await. Connect signals with callables. Run the headless check after every change."

## In the full pack

A 24-row Godot trap table plus web export notes, a Unity 6 kit with meta file rules and batchmode builds, an Unreal 5 kit with terminal builds and editor bridges, ways to give the agent eyes, asset pipelines with a license ledger, session routing, an overnight loop and 14 prompts.

License: personal and commercial use.
