godot-e2e

godot-e2e is a skill for Claude Code from valkor-ai/loom. It costs 189 tokens per session (3,979 once invoked), scanned A, original, Apache-2.0.

A testing framework for checking a Godot game through its running game process. Python sends commands over a local connection, finds game elements by meaning, retries checks automatically, and records Godot logs.

In plain words
What is it for?
Use it to test actions such as player movement and other end-to-end game behavior in Godot, including checks against visible or interactive game elements.
Why use it?
It tests real gameplay rather than only individual pieces of code, while making failures easier to understand through retries and captured engine messages.

Skill for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

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.

agentmods
npx agentmods add skills/valkor-ai/loom/godot-e2e
Any agent
npx skills add valkor-ai/loom --skill godot-e2e
Clone the repo
git clone --depth 1 https://github.com/valkor-ai/loom

Made for: Claude Code.

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-e2e

README.md
[![agentmods](https://agentmods.dev/badge/skills/valkor-ai/loom/godot-e2e.svg)](https://agentmods.dev/skills/valkor-ai/loom/godot-e2e)
Your own site
<a href="https://agentmods.dev/skills/valkor-ai/loom/godot-e2e"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/godot-e2e.svg" alt="Measured on agentmods" height="20"></a>
Per session 189 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,979 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00189 $0.03979
Opus 5 $0.00095 $0.01989
Sonnet 5 $0.00038 $0.00796
Haiku 4.5 $0.00019 $0.00398

Measured 6d ago against content hash f4d96c14ae1d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

godot-e2e 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 6d 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.

plugins/shared/loom/skills/godot/godot-e2e/SKILL.md · 304 lines

How it starts

The opening of the file, as written. The whole thing — 304 lines — stays where its author put it; the contents beside it link to each section on GitHub.

godot-e2e — E2E Testing for Godot

$ARGUMENTS

godot-e2e is a custom framework with zero LLM training data coverage. Everything the model needs is in this skill (with deeper detail in references/). Do not guess — follow these docs exactly.

Architecture

The godot-e2e CLI launches a Godot process and communicates over TCP (localhost). Enabling the GodotE2E plugin in Project Settings auto-registers an AutomationServer autoload that receives JSON commands, executes them on the main thread, and sends back results. The game runs unmodified — the server is dormant unless launched with --e2e. Multiple instances can run in parallel (each auto-allocates a unique port). The framework rests on three pillars: Locator for semantic node queries, expect() for auto-retry assertions, and engine log capture so every error carries the Godot logs that preceded it.

Quick Start — conftest.py + Test File

# conftest.py (per test directory — explicit project path control;
# alternatively set GODOT_E2E_PROJECT_PATH env or pytest.ini
# `godot_e2e_project_path` and use the auto-registered `game` fixture).
# Replace "/root/Main" below with your project's entry-scene root —
# read it from `project.godot`'s `run/main_scene`.
import os

import pytest
from godot_e2e import GodotE2E

GODOT_PROJECT = os.path.join(os.path.dirname(__file__), "..")
GODOT_PATH = os.environ.get("GODOT_PATH")

@pytest.fixture(scope="module")
def _game_process():
    with GodotE2E.launch(
        GODOT_PROJECT,
        godot_path=GODOT_PATH,
        timeout=15.0,
    ) as game:
        game.wait_for_node("/root/Main", timeout=10.0)
        yield game

@pytest.fixture(scope="function")
def game(_game_process):
    _game_process.reload_scene()
    _game_process.wait_for_node("/root/Main", timeout=5.0)
    yield _game_process
# test_player.py
from godot_e2e import expect

def test_player_moves_right(game):
    player = game.locator(group="player")          # Locator query
    initial_x = player.get_property("position:x")

    game.input_action("ui_right", True)
    game.wait_physics_frames(10)
    game.input_action("ui_right", False)

    expect(player).to_satisfy(
        lambda l: l.get_property("position:x") > initial_x,
        description="player moved right",
    )

def test_button_starts_game(game):
    game.get_by_button("Start").click()           # auto-waits actionability
    expect(game.locator(name="GameStatus")).to_have_text("Playing")
    errors = [e for e in game.collected_logs if e.level == "error"]
    assert not errors, f"errors during click: {errors}"

Read the full file on GitHub · 304 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 304 lines · 189 tokens per session scan A f4d96c14ae1d

Subscribe to this mod's changes

godot-e2e is a skill published in the GitHub repository valkor-ai/loom (960 stars, last pushed 19d ago), licensed Apache-2.0. It adds 189 tokens to every session and 3,979 once invoked, about $0.0009 per session on Opus 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 2026-08-30.

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