Agent Skill to Godot 4 Automation & Playtesting Skill
Agent Skill to Godot 4 Automation & Playtesting Skill is a verified SKILL blueprint on Promptally in Game Development optimized for leading AI models. Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 for GDScript unit tests and PlayGodot for game automation and E2E testing. Supports web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io. Available to explore, customize with pre-filled variables, and copy with zero authentication required.
Technical Specifications
| Specification | Value |
|---|---|
| Artifact type | SKILL (Game Development) |
| Compatible engines | Universal / Model Agnostic |
| Input variables | None (pre-filled) |
| Approximate tokens | 2,382 |
| Source file | SKILL.md |
| Access tier | Free public (MIT) |
Pre-Filled Template
---
name: godot
version: 1.2.0
description: Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 for GDScript unit tests and PlayGodot for game automation and E2E testing. Supports web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
---
# 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
# Build custom Godot fork
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 setup
How to use this skill
- Review the pre-filled example and source files above.
- Copy the template or download
SKILL.md, then use it in your model, IDE, or workflow tool. - Compare your result with the sample output when one is provided.
Frequently Asked Questions
How do I use Agent Skill to Godot 4 Automation & Playtesting Skill?
Open the skill on Promptally, review the pre-filled example, then copy the template or download SKILL.md and paste it into your model, IDE or workflow tool. Agent Skill to Godot 4 Automation & Playtesting Skill is a static blueprint with no dynamic variables. Copy it and use it as-is.
Is Agent Skill to Godot 4 Automation & Playtesting Skill free?
Yes. Agent Skill to Godot 4 Automation & Playtesting Skill is free to view, copy and download on Promptally without creating an account. It is published under the MIT license.
What variables does Agent Skill to Godot 4 Automation & Playtesting Skill need?
Agent Skill to Godot 4 Automation & Playtesting Skill is a static blueprint with no dynamic variables. Copy it and use it as-is.