godot-devtool-runtime-test

Testing guidance for running a Godot game and inspecting it while it runs through godot-devtool. It covers simulated input, screenshots, game state, debug output, and stopping test runs.

In plain words
What is it for?
Use it to launch a project, inspect scenes and object properties, simulate actions or mouse and keyboard input, compare before-and-after state, review errors, and cleanly stop runs.
Why use it?
It helps verify that a change works in the running game rather than only in saved files.

Skill for Claude CodeCodex

Part of the godot-devtool plugin — 6 skills, 1 agent shipped together

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/wangdiandao/godot-devtool/godot-devtool-runtime-test
Any agent
npx skills add wangdiandao/godot-devtool --skill godot-devtool-runtime-test
Clone the repo
git clone --depth 1 https://github.com/wangdiandao/godot-devtool

Made for: Claude Code, Codex.

Or install godot-devtool, the plugin that ships this one along with the rest of its 6 skills, 1 agent.

Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 341 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 $0.00036 $0.00341
Opus 5 $0.00018 $0.00170
Sonnet 5 $0.00007 $0.00068
Haiku 4.5 $0.00004 $0.00034

Measured 3d ago against content hash 5f2a85ef5eb1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

godot-devtool-runtime-test 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 3d 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-devtool-runtime-test/SKILL.md · 46 lines

What it actually says

Godot Devtool Runtime Test

Load this when validating running-game behavior.

Start

Request focused schema:

get_capabilities { "workflow": "runtime_test", "includeSchemas": true }

Run and identify the target:

run_project
plugin_status
list_run_instances
list_bridge_sessions
resolve_bridge_target

Pass runId or sessionId when more than one runtime matches.

Runtime Proof Loop

Use a before/after state check:

  1. run_project { "projectPath": "...", "headless": true }
  2. Poll plugin_status until a runtime client is connected.
  3. Read state with get_game_scene_tree, get_game_node_properties, or get_game_screenshot.
  4. Simulate input with simulate_action, simulate_key, simulate_mouse_click, or simulate_sequence.
  5. Read the same state again and compare.
  6. Read get_debug_output for errors.
  7. Stop with stop_project or stop_run_instance.

For movement and gameplay, prefer simulate_action over raw keys when the project has InputMap actions.

Completion

After stopping, call plugin_status. Runtime clients should drop to zero and runtime-state should not remain actively connected. Treat stale connected state after exit as a bridge lifecycle bug.

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. 3d ago First seen · 46 lines · 36 tokens per session scan A 5f2a85ef5eb1

Subscribe to this mod's changes

godot-devtool-runtime-test is a skill published in the GitHub repository wangdiandao/godot-devtool (90 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 341 once invoked, about $0.0002 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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