godot-signals-groups
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Description
# Godot Signals & Groups (4.x) Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets **Godot 4.7**. ## When to use - Use when a node needs to tell others "something happened" (player died, item picked up, wave cleared) without holding direct references to them. - Use when you need to address a whole category of nodes at once ("pause all enemies", "save every checkpoint"). **When *not* to use:** raw signal *syntax*
Install godot-signals-groups
Run this in your OpenClaw agent to add godot-signals-groups from the ClawHub registry.
openclaw skills install godot-signals-groupsRequires ClawHub registry access. Review the security analysis below before installing.
Security Analysis
Open Source
Code is publicly available for audit.
Community Verified
Reviewed by the ClawHub community.
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Frequently asked questions
Is godot-signals-groups safe to install?
godot-signals-groups has a SkillsReview security score of 50/100. It is open source and community-verified on ClawHub. Check the full Security Analysis on this page before installing.
How much does godot-signals-groups cost?
godot-signals-groups is free to install for OpenClaw via ClawHub.
What are the best alternatives to godot-signals-groups?
You can compare godot-signals-groups side by side with similar OpenClaw skills on the SkillsReview comparison page to find the best fit for your workflow.
How do I install godot-signals-groups?
Install godot-signals-groups from ClawHub at clawhub.ai/skills/godot-signals-groups, or use the install action on this page to copy the command for your OpenClaw agent.
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