gamedev-godot/skills/godot/SKILL.md
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.
npx skillsauth add bernatmv/ai-rules godotInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Develop, test, build, and deploy Godot 4.x games.
# 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
| | 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 runs tests written in GDScript directly inside Godot.
project/
├── addons/gdUnit4/ # GdUnit4 addon
├── test/ # Test directory
│ ├── game_test.gd
│ └── player_test.gd
└── scripts/
└── game.gd
# Install GdUnit4
git clone --depth 1 https://github.com/MikeSchulze/gdUnit4.git addons/gdUnit4
# Enable plugin in Project Settings → Plugins
# 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")
# 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()
# 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
# 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")
# 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 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:
# 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
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
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
export GODOT_PATH=/path/to/godot-automation-fork
pytest tests/ -v
pytest tests/test_game.py::test_clicking_cell -v
# 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")
# Requires export_presets.cfg with Web preset
godot --headless --export-release "Web" ./build/index.html
[preset.0]
name="Web"
platform="Web"
runnable=true
export_path="build/index.html"
npm i -g vercel
vercel deploy ./build --prod
- 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/gdunit4-quickstart.md - GdUnit4 setupreferences/scene-runner.md - Input simulation APIreferences/assertions.md - Assertion methodsreferences/playgodot.md - PlayGodot guidereferences/deployment.md - Deployment guidereferences/ci-integration.md - CI/CD setupdevelopment
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。