About godot
godot is a skill for working with and verifying Godot projects according to their actual version, settings, and conventions. It covers test selection, build exports, and deployment checks, distinguishing static checks from runtime verification.
Key features
- 01Inspect project version and settings
- 02Choose GdUnit4 or PlayGodot tests
- 03Run project tests and parse results
- 04Export and inspect build artifacts
- 05Verify web builds in a browser
- 06Check the live target after deployment
Use cases
- 01Plan tests for an existing Godot project
- 02Automate scene input and end-to-end checks
- 03Verify platform or browser export builds
- 04Check CI changes and runtime state after deployment
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ randroids-dojo/ skills --skill godotAfter installing, type/godotin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
.claude-plugin/plugin.jsonagents/openai.yamlreferences/assertions.mdci-integration.mddeployment.mdgdunit4-quickstart.mdplaygodot.mdscene-runner.mdscripts/export_build.pyparse_results.pyrun_tests.pyvalidate_project.pyDetails
From the project READMEGodot
Work from the target project's actual Godot version, project settings, addons, and export presets. Preserve project conventions rather than imposing a generic scene architecture.
Preflight
- Read repository instructions and inspect
project.godot,export_presets.cfg, installed addons, and the existing test layout. - Resolve the Godot executable and verify its version before choosing commands or APIs.
- Determine the required verification level:
- GdUnit4 for unit, component, and in-engine scene tests;
- PlayGodot for external end-to-end automation, screenshots, or input simulation;
- a real exported build when behavior depends on platform or browser packaging.
- Do not claim real-render, input, export, or deployment success from static checks alone.
Test and implement
- For GdUnit4 setup, test layout, and runner commands, read references/gdunit4-quickstart.md.
- For scene input simulation, read references/scene-runner.md.
- For assertion syntax, read references/assertions.md only when writing or repairing assertions.
- For PlayGodot installation and external automation, read references/playgodot.md. Confirm the required custom Godot build exists before selecting this path.
Prefer the project's existing runner. A common GdUnit4 command is:
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests
Use the bundled helpers by resolving them relative to this skill directory:
scripts/validate_project.pyfor project preflight;scripts/run_tests.pyfor repeatable test execution;scripts/export_build.pyfor exports;scripts/parse_results.pyfor machine-readable test results.
Inspect helper options before running them, and do not overwrite a project's established commands when its own scripts are authoritative.
Export and deployment
- Read references/deployment.md when creating or changing export presets or deployment behavior.
- Export into the project's designated build directory and inspect the produced artifact.
- For web builds, serve the export and exercise it in a browser; verify asset loading, input, viewport behavior, console errors, and any required cross-origin isolation.
- Read references/ci-integration.md when changing CI rather than copying an unverified workflow example.
- Treat production deployment as a separate authorization boundary. After an authorized deployment, verify the live target rather than stopping at a successful CLI exit.
Finish with the Godot version, tests or runtime checks performed, produced artifact or deployment state, and any behavior that remains unverified.