Skillshub defold-scripts-editing

Creates and edits Defold Lua script files (.script, .gui_script, .render_script, .editor_script) and plain Lua modules (.lua). Use when asked to create, modify, or configure any Defold script or Lua module.

install
source · Clone the upstream repo
git clone https://github.com/ComeOnOliver/skillshub
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/indiesoftby/defold-agent-config/defold-scripts-editing" ~/.claude/skills/comeonoliver-skillshub-defold-scripts-editing && rm -rf "$T"
manifest: skills/indiesoftby/defold-agent-config/defold-scripts-editing/SKILL.md
source content

Editing Defold Script Files and Lua Modules

Defold has four Lua script types (each running in a different context with different APIs) and plain

.lua
modules for reusable logic.

For API details use

defold-api-fetch
skill. For conceptual manuals use
defold-docs-fetch
skill. This skill covers script structure, constraints, and templates.

Lua modules (.lua)

Plain

.lua
files are Lua modules used to encapsulate reusable logic. Extract frequently used universal logic into
.lua
modules
— avoid duplication and keep scripts lean. Modules are required via
require("path.to.module")
(dots as path separators).

Defold projects typically use Lua shared state (

shared_state
in
game.project
). When enabled, all scripts, GUI scripts, and the render script run in the same Lua context. A Lua module required from any script has the same context and state within that single Lua interpreter instance — module-level locals and
package.loaded
are shared across all users of the module. Stateful modules behave like singletons.

Lua module structure (.lua)

Encapsulate data and functions in a local table, return it:

local M = {}

function M.hello()
    print("Hello")
end

return M

Avoid globals in modules. For stateful modules, internal state is shared between all callers (singleton-like). For stateless logic, pass state explicitly or use constructors that return new state tables. See Modules manual.

Script types

ExtensionContextLua runtime
go.property()
Key namespaces
.script
Game object componentLuaJITYes
go
,
msg
,
vmath
,
timer
,
sys
, component namespaces (
sprite
,
label
,
factory
,
collectionfactory
,
collectionproxy
,
tilemap
,
model
,
sound
,
particlefx
,
buffer
,
resource
,
physics
)
.gui_script
GUI componentLuaJITNo
gui
,
msg
,
vmath
,
sys
.render_script
Render pipeline (one per project)LuaJITNo
render
,
graphics
,
camera
,
msg
,
vmath
,
sys
.editor_script
Defold editorLua 5.2 (luaj)No
editor
,
editor.ui
,
editor.prefs
,
editor.tx
,
http
,
json
,
zip
,
zlib

File format

All script types and

.lua
modules are plain Lua files (not Protobuf Text Format). Scripts use specific extensions (
.script
,
.gui_script
, etc.); modules use
.lua
.

Runtime environment notes (.script, .gui_script, .render_script)

Platform-specific:

html5
module is only available on the HTML5 platform.

App Manifest exclusions: Some built-in modules (

liveupdate
,
image
,
types
,
profiler
,
sound
,
physics
, etc.) can be excluded via the App Manifest to reduce binary size. If excluded, their APIs will not be available at runtime.

No

utf8
module: For working with non-ASCII strings, use the defold-utf8 dependency (
https://github.com/d954mas/defold-utf8/archive/refs/heads/master.zip
). API reference: utf8.script_api.

Common runtime script patterns (.script, .gui_script, .render_script)

All runtime lifecycle callbacks receive

self
as the first parameter — a userdata that acts like a table for storing instance state.

Script structure

  1. Module requires (optional) —
    local M = require("module")
  2. Local helper functions (optional) — must be at module scope, never inside other functions
  3. Declarations (
    .script
    only:
    go.property()
    at top level)
  4. Lifecycle callbacks

Lifecycle callback availability

Callback
.script
.gui_script
.render_script
init(self)
final(self)
fixed_update(self, dt)
update(self, dt)
/
update(self)
✓ (dt)✓ (dt)✓ (no dt)
late_update(self, dt)
on_message(self, message_id, message, sender)
✓ (no sender)
on_input(self, action_id, action)
on_reload(self)

Key rules

  • Store per-instance state in
    self
    , not in module-level locals (module-level locals are shared across all instances).
  • Omit unused callbacks — especially
    update()
    and
    fixed_update()
    which cost a call per frame even if empty.
  • Keep local helper functions at module scope, never inside other functions.

Native extensions

Native extensions (C/C++/ObjC/Java) register their Lua functions into the global scope via the Lua C API (

lua_register
,
luaL_openlib
, etc.). This means extensions typically add a new global table (e.g.,
myext
) with functions and constants accessible from any
.script
or
.gui_script
.

Extensions describe their API for editor auto-complete via

*.script_api
files (YAML format) located in their
api/
directory. The format:

- name: extension_name
  type: table
  desc: Extension description
  members:
  - name: function_name
    type: function
    desc: Function description
    parameters:
    - name: param_name
      type: string
      desc: Parameter description
    returns:
    - name: return_name
      type: number
      desc: Return value description

Types:

table
,
string
,
boolean
,
number
,
function
. Multiple types:
[type1, type2]
.

Lua preprocessing

Defold supports conditional compilation via the Lua preprocessor extension (applies to all Lua files including

.lua
modules):

--#IF DEBUG
local lives = 999
--#ELSE
local lives = 3
--#ENDIF

Keywords:

RELEASE
,
DEBUG
,
HEADLESS
.

Type-specific references

Consult the

references/
directory for constraints, templates, and patterns specific to each script type:

  • references/script.md
    go.property()
    reference (types, constraints, overrides), templates
  • references/gui_script.md
    — GUI script constraints, template node access, templates
  • references/render_script.md
    — render pipeline architecture, system messages, full working templates
  • references/editor_script.md
    — module structure, commands, lifecycle hooks, execution modes, templates

Workflow

Creating a new Lua module (.lua)

  1. Use when logic is reusable across multiple scripts or screens.
  2. Create a local table, add functions, return it.
  3. Keep modules stateless when possible; if stateful, document that state is shared.
  4. Require with dot notation:
    require("main.utils")
    ,
    require("screens.game.helpers")
    .

Creating a new script

  1. Determine the correct extension for the script type.
  2. Read the corresponding type-specific reference in
    references/
    for constraints and templates.
  3. Follow the structure pattern: requires → helpers → declarations → callbacks.
  4. Only add lifecycle callbacks you actually need.

Editing an existing script

  1. Read the current file.
  2. Preserve existing declarations (e.g.,
    go.property()
    names) and callback signatures.
  3. Add/modify callbacks as needed.
  4. Changing a
    go.property()
    name or type may break overrides in
    .go
    and
    .collection
    files.