--- name: godot-scene-architecture description: Design or restructure Godot 4.6+ scenes, nodes, resources, signals, Autoloads, imports, UIDs, and project layout. Use when defining scene boundaries, composing reusable gameplay objects, or repairing fragile node dependencies. --- # Scene architecture Choose a scene boundary before adding nodes. Prefer composition and explicit dependencies over a deep tree or global lookups. Read one reference per decision rather than loading the whole set. | Need | Read | | --- | --- | | Scene ownership, instancing, node tree shape | [nodes and instances](references/nodes-scenes-instancing.md) | | Signals, groups, node paths, Autoloads | [dependency boundaries](references/dependency-boundaries.md) | | `res://` layout, Resources, imports, UIDs, VCS | [project assets](references/project-assets-layout.md) | Create a self-contained scene with a stable root, expose configuration through typed exported properties or Resources, and communicate upward with signals. Keep sibling coupling at the composition root. Validate by instancing the scene twice: instances must not share mutable state.