Use scenes as prefabs
Ctrl+Shift+AInstance reusable scenes into other scenes. This is the Godot habit that replaces many Unity prefab and Unreal Blueprint Class workflows.
Learn the editor workflow that makes Godot fast: scene tree, inspector, debugger, and dock rhythm.
Learn the panels and shortcuts by workflow: scene tree, inspector, script editor, debugger, project settings, then the shortcuts that speed up real iteration.
The normal loop is: create or open a scene, select nodes, edit properties, run, inspect the live tree, then commit the working pattern into reusable scenes.
Instance reusable scenes into other scenes. This is the Godot habit that replaces many Unity prefab and Unreal Blueprint Class workflows.
Use Run Current Scene while building a player, pickup, menu, or enemy. Switch to F5 once the whole project flow matters.
Keep each node's job obvious: movement script on the character body, detection script on the area, animation on the animation node.
Before jumping to the next page, turn the idea into one tiny scene or script. That is where the Godot habit sticks.
The editor is lighter, so iteration depends more on clean scene structure.
Expect fewer wizard flows and more direct scene/script ownership.
Use docks, quick open, debugger, and remote scene tree as daily tools.
Debug one running scene with the Remote tab and inspect live node values.