godot
Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
Works with
---
name: godot
description: Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
license: MIT
---
# Godot Skill
Develop, test, build, and deploy Godot 4.x games.
## Quick Reference
```bash
# GdUnit4 - Unit testing framework (GDScript, runs inside Godot)
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests
# PlayGodot - Game automation framework (Python, like Playwright for games)
export GODOT_PATH=/path/to/godot-automation-fork
pytest tests/ -v
# Export web build
godot --headless --export-release "Web" ./build/index.html
# Deploy to Vercel
vercel deploy ./build --prod
```
---
## Testing Overview
| | GdUnit4 | PlayGodot |
|---|---------|-----------|
| Type | Unit testing | Game automation |
| Language | GDScript | Python |
| Runs | Inside Godot | External (like Playwright) |
| Requires | Addon | Custom Godot fork |
| Best for | Unit/component tests | E2E/integration tests |
---
## GdUnit4 (GDScript Tests)
GdUnit4 runs tests written in GDScript directly inside Godot.
### Project Structure
```
project/
├── addons/gdUnit4/ # GdUnit4 addon
├── test/ # Test directory
│ ├── game_test.gd
│ └── player_test.gd
└── scripts/
└── game.gd
```
### Setup
```bash
# Install GdUnit4
git clone --depth 1 https://github.com/MikeSchulze/gdUnit4.git addons/gdUnit4
# Enable plugin in Project Settings → Plugins
```
### Basic Unit Test
```gdscript
# test/game_test.gd
extends GdUnitTestSuite
var game: Node
func before_test() -> void:
game = auto_free(load("res://scripts/game.gd").new())
func test_initial_state() -> void:
assert_that(game.is_game_active()).is_true()
assert_that(game.get_current_player()).is_equal("X")
func test_make_move() -> void:
var success := game.make_move(4)
assert_that(success).is_true()
assert_that(game.get_board_state()[4]).is_equal("X")
```
### Scene Test with Input Simulation
```gdscript
# test/game_scene_test.gd
extends GdUnitTestSuite
var runner: GdUnitSceneRunner
func before_test() -> void:
runner = scene_runner("res://scenes/main.tscn")
func after_test() -> void:
runner.free()
func test_click_cell() -> void:
await runner.await_idle_frame()
var cell = runner.find_child("Cell4")
runner.set_mouse_position(cell.global_position + cell.size / 2)
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await runner.await_input_processed()
var game = runner.scene()
assert_that(game.get_board_state()[4]).is_equal("X")
func test_keyboard_restart() -> void:
runner.simulate_key_pressed(KEY_R)
await runner.await_input_processed()
assert_that(runner.scene().is_game_active()).is_true()
```
### Running GdUnit4 Tests
```bash
# All tests
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests
# Specific test file
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--run-tests --add res://test/my_test.gd
# Generate reports for CI
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--run-tests --report-directory ./reports
```
### GdUnit4 Assertions
```gdscript
# Values
assert_that(value).is_equal(expected)
assert_that(value).is_not_null()
assert_that(condition).is_true()
# Numbers
assert_that(number).is_greater(5)
assert_that(number).is_between(1, 100)
# Strings
assert_that(text).contains("expected")
assert_that(text).starts_with("prefix")
# Arrays
assert_that(array).contains(element)
assert_that(array).has_size(5)
# Signals
await assert_signal(node).is_emitted("signal_name")
```
### Scene Runner Input API
```gdscript
# Mouse
runner.set_mouse_position(Vector2(100, 100))
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
runner.simulate_mouse_button_released(MOUSE_BUTTON_LEFT)
# Keyboard
runner.simulate_key_pressed(KEY_SPACE)
runner.simulate_key_pressed(KEY_S, false, true) # Ctrl+S
# Input actions
runner.simulate_action_pressed("jump")
runner.simulate_action_released("jump")
# Waiting
await runner.await_input_processed()
await runner.await_idle_frame()
await runner.await_signal("game_over", [], 5000)
```
---
## PlayGodot (Game Automation)
PlayGodot is a game automation framework for Godot - like Playwright, but for games. It enables E2E testing, automated gameplay, and external control of Godot games via the native RemoteDebugger protocol.
**Requirements:**
- Custom Godot fork: [Randroids-Dojo/godot](https://github.com/Randroids-Dojo/godot) (automation branch)
- [PlayGodot](https://github.com/Randroids-Dojo/PlayGodot) Python library
### Setup
```bash
# Install PlayGodot
python -m venv .venv
source .venv/bin/activate # Windows: .venv\Scripts\activate
pip install playgodot
# Option 1: Download pre-built binary (recommended)
# See releases: https://github.com/Randroids-Dojo/godot/releases/tag/automation-latest
# - godot-automation-linux-x86_64.zip
# - godot-automation-macos-universal.zip (Intel + Apple Silicon)
# Option 2: Build custom Godot fork from source
git clone https://github.com/Randroids-Dojo/godot.git
cd godot && git checkout automation
scons platform=macos arch=arm64 target=editor -j8 # macOS Apple Silicon
# scons platform=macos arch=x86_64 target=editor -j8 # macOS Intel
# scons platform=linuxbsd target=editor -j8 # Linux
# scons platform=windows target=editor -j8 # Windows
```
### Test Configuration (conftest.py)
```python
import os
import pytest_asyncio
from pathlib import Path
from playgodot import Godot
GODOT_PROJECT = Path(__file__).parent.parent
GODOT_PATH = os.environ.get("GODOT_PATH", "/path/to/godot-fork")
@pytest_asyncio.fixture
async def game():
async with Godot.launch(
str(GODOT_PROJECT),
headless=True,
timeout=15.0,
godot_path=GODOT_PATH,
) as g:
await g.wait_for_node("/root/Game")
yield g
```
### Writing PlayGodot Tests
```python
import pytest
GAME = "/root/Game"
@pytest.mark.asyncio
async def test_game_starts_empty(game):
board = await game.call(GAME, "get_board_state")
assert board == ["", "", "", "", "", "", "", "", ""]
@pytest.mark.asyncio
async def test_clicking_cell(game):
await game.click("/root/Game/VBoxContainer/GameBoard/GridContainer/Cell4")
board = await game.call(GAME, "get_board_state")
assert board[4] == "X"
@pytest.mark.asyncio
async def test_game_win(game):
for pos in [0, 3, 1, 4, 2]: # X wins top row
await game.call(GAME, "make_move", [pos])
is_active = await game.call(GAME, "is_game_active")
assert is_active is False
```
### Running PlayGodot Tests
```bash
export GODOT_PATH=/path/to/godot-automation-fork
pytest tests/ -v
pytest tests/test_game.py::test_clicking_cell -v
```
### PlayGodot API
```python
# Node interaction
node = await game.get_node("/root/Game")
await game.wait_for_node("/root/Game", timeout=10.0)
exists = await game.node_exists("/root/Game")
result = await game.call("/root/Node", "method", [arg1, arg2])
value = await game.get_property("/root/Node", "property")
await game.set_property("/root/Node", "property", value)
# Node queries
paths = await game.query_nodes("*Button*")
count = await game.count_nodes("*Label*")
# Mouse input
await game.click("/root/Button")
await game.click(300, 200)
await game.double_click("/root/Button")
await game.right_click(100, 100)
await game.drag("/root/Item", "/root/Slot")
# Keyboard input
await game.press_key("space")
await game.press_key("ctrl+s")
await game.type_text("hello")
# Input actions
await game.press_action("jump")
await game.hold_action("sprint", 2.0)
# Touch input
await game.tap(300, 200)
await game.swipe(100, 100, 400, 100)
await game.pinch((200, 200), 0.5)
# Screenshots
png_bytes = await game.screenshot()
await game.screenshot("/tmp/screenshot.png")
similarity = await game.compare_screenshot("expected.png")
await game.assert_screenshot("reference.png", threshold=0.99)
# Scene management
scene = await game.get_current_scene()
await game.change_scene("res://scenes/level2.tscn")
await game.reload_scene()
# Game state
await game.pause()
await game.unpause()
is_paused = await game.is_paused()
await game.set_time_scale(0.5)
scale = await game.get_time_scale()
# Waiting
await game.wait_for_node("/root/Game/SpawnedEnemy", timeout=5.0)
await game.wait_for_visible("/root/Game/UI/GameOverPanel", timeout=10.0)
await game.wait_for_signal("game_over")
await game.wait_for_signal("health_changed", source="/root/Game/Player")
```
---
## Building & Deployment
### Web Export
```bash
# Requires export_presets.cfg with Web preset
godot --headless --export-release "Web" ./build/index.html
```
### Export Preset (export_presets.cfg)
```ini
[preset.0]
name="Web"
platform="Web"
runnable=true
export_path="build/index.html"
```
### Deploy to Vercel
```bash
npm i -g vercel
vercel deploy ./build --prod
```
---
## CI/CD
### GitHub Actions Example
```yaml
- name: Setup Godot
uses: chickensoft-games/setup-godot@v2
with:
version: 4.3.0
include-templates: true
- name: Run GdUnit4 Tests
run: |
godot --headless --path . \
-s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
--run-tests --report-directory ./reports
- name: Upload Results
uses: actions/upload-artifact@v4
if: always()
with:
name: test-results
path: reports/
```
---
## References
- `references/gdunit4-quickstart.md` - GdUnit4 setup
- `references/scene-runner.md` - Input simulation API
- `references/assertions.md` - Assertion methods
- `references/playgodot.md` - PlayGodot guide
- `references/deployment.md` - Deployment guide
- `references/ci-integration.md` - CI/CD setupMore Testing skills
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