godot-gdscript-headless-testing

godot-gdscript-headless-testing is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 111 tokens per session (2,377 once invoked), scanned A, original, Apache-2.0.

A command-line test runner for Godot 4 GDScript projects that runs tests without opening the editor. It returns a failure status when assertions fail, so continuous integration (automated checks run on code changes) can stop a bad build.

In plain words
What is it for?
Use it to run GDScript unit tests locally or in CI, and to diagnose hangs, windows opening, or incorrect success status from headless Godot commands.
Why use it?
It removes the need for a graphical editor during automated checks and prevents failed tests from being treated as successful runs.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 16 skills shipped together , and of gamedev

Good fit Use it to run GDScript unit tests locally or in CI, and to diagnose hangs, windows opening, or incorrect success status from headless Godot commands.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 1,482 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-gdscript-headless-testing
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 16 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-gdscript-headless-testing

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-gdscript-headless-testing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 111 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,377 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 27 Sept 2026
  • Snyk pass 27 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00111 $0.02377
Opus 5.5 $0.00044 $0.00951
Sonnet 5.5 $0.00022 $0.00475
Haiku 4.5 $0.00011 $0.00238

Measured 16d ago against content hash 556b63c125cd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-gdscript-headless-testing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 16d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/godot/godot-gdscript-headless-testing/SKILL.md · 189 lines

How it starts

The opening of the file, as written. The whole thing — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot GDScript headless testing (4.x)

Run GDScript tests from the command line, without the editor GUI, and get a real process exit code CI can act on. Targets Godot 4.7 headless CLI.

When to use

  • Use when a Godot project has no testing addon installed and needs a fast way to verify GDScript logic (pure functions, resource loading, autoload state) from a terminal or CI pipeline.
  • Use when wiring a CI job that must fail the build when a .gd test fails.
  • Use when debugging why a godot --headless invocation hangs, opens a window, or exits 0 despite failing assertions.

When not to use: GDScript syntax or language features themselves → godot-gdscript; export/build pipeline and platform templates → godot-export (its own --headless use case, producing a binary, not running tests).

Workflow

  1. Confirm the binary resolves headless. Godot 4.x ships --headless built in (no export template needed); run godot --headless --version and confirm it prints a version string, not a GUI window.
  2. On a fresh checkout, import before running tests. .godot/ is normally not committed, so a clean checkout has no import cache: class_name types fail to resolve (Identifier "X" not declared in the current scope) and imported assets fail to load (No loader found for resource: res://...). Run godot --headless --path <project_dir> --import once first, in CI and locally.
  3. Write the runner as a SceneTree script, not a Node scene. A SceneTree script's _initialize() runs once before any frame — enough for pure-logic tests and no .tscn required to launch.
  4. Track pass/fail counts yourself and call quit(<code>) explicitly. Do not use bare assert() to fail a test. Godot does not turn the process exit code non-zero on push_error() by itself — the runner must count failures and call quit(1). Worse, a failed assert() inside _initialize() (official/debug build) prints SCRIPT ERROR: Assertion failed and stops execution before quit() runs, so the process never exits and CI hangs until its own timeout. Use an assert_eq()-style helper that records the failure and keeps going.
  5. Invoke with godot --headless --path <project_dir> --script res://<runner>.gd and read the process exit code, not just stdout, from the shell or CI step. --script accepts both a res://-relative path and an absolute filesystem path (e.g. a runner outside the project folder); either works.
  6. Redirect stdout and stderr to files when scripting the invocation from a wrapper shell (PowerShell, some CI runners). push_error() output goes to stderr and can be dropped or reordered when only stdout is captured live.
  7. Add a step timeout in CI. Even with the assert() pitfall avoided, an await that never resolves (Pattern #2) hangs the runner forever; a timeout-minutes on the CI step is a backstop CI-side, not a substitute for backing every await with a timeout node.

Read the full file on GitHub · 189 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 16d ago First seen · 189 lines · 111 tokens per session scan A 556b63c125cd

Subscribe to this mod's changes

godot-gdscript-headless-testing is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (1,482 stars, last pushed 4d ago), licensed Apache-2.0. It adds 111 tokens to every session and 2,377 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-28.

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