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Godot Testing

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jame581
godot-testing

Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

Overview

Publisherjame581
RepositoryGodotPrompter
Skill namegodot-testing
Stars
808
Forks
47
Bundled files
5
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Godot Testing AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/godot-testing .claude/skills/godot-testing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Testing in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Testing on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Testing is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Godot Testing

This skill covers test-driven development (TDD) for Godot 4.3+ projects using GUT (Godot Unit Testing) and gdUnit4. It includes framework selection, full RED-GREEN-REFACTOR examples, test structure, running tests in CI, and common testing patterns.

Related skills: godot-code-review for review checklists, dependency-injection for test-friendly architecture, export-pipeline for CI/CD test automation.

Framework Selection

FeatureGUTgdUnit4
LanguageGDScript-first, limited C#GDScript + C# (first-class)
InstallAssetLib or git submoduleAssetLib or git submodule
Editor integrationBuilt-in GUT panelBuilt-in inspector + panel
Mockingdouble() / stub() APImock() / spy() API
Scene testingadd_child_autofree()auto_free() + scene runner
CI supportgut_cmdln.gd CLI scriptgdunit4_runner CLI script
C# supportMinimal (GDScript wrappers only)Native C# assertions + lifecycle
MaturityEstablished (Godot 3 + 4)Godot 4 focused, actively updated
Best forPure GDScript projectsMixed GDScript/C# or C#-only

Rule of thumb: Use GUT for GDScript-only projects. Use gdUnit4 for C# projects or when you need first-class C# support and scene runner utilities.


TDD Workflow: RED-GREEN-REFACTOR

The standard Test-Driven Development cycle: write a failing test (RED), write minimal code to pass (GREEN), then refactor without breaking the test. Each step has its own discipline — don't skip RED (you'll write tests that pass trivially), and don't skip REFACTOR (technical debt compounds).

See references/tdd-workflow.md for a worked GDScript + C# example walking through all three steps on a HealthComponent.


Test Directory Structure

res://
├── src/
│   └── components/
│       ├── health_component.gd
│       └── HealthComponent.cs
└── tests/
    ├── unit/
    │   ├── test_health_component.gd      # GUT: test_ prefix required
    │   └── HealthComponentTest.cs        # gdUnit4 C#: [TestSuite] attribute
    ├── integration/
    │   ├── test_player_scene.gd
    │   └── PlayerSceneTest.cs
    └── gut_config.json                   # GUT configuration (optional)

Naming conventions

FrameworkGDScript fileC# fileTest method prefix/attribute
GUTtest_*.gdN/Afunc test_*()
gdUnit4test_*.gd*Test.csfunc test_*() / [TestCase]

Running Tests

Both frameworks ship a CLI runner. GUT: addons/gut/gut_cmdln.gd invoked via godot --headless --path . -s addons/gut/gut_cmdln.gd. gdUnit4: --add-gdunit-test-runner argument, or via the editor "GdUnit Tests" dock. CI: tag-triggered or PR-triggered GitHub Action that installs Godot, runs the suite, exits non-zero on failure.

See references/running-tests.md for full GUT and gdUnit4 CLI invocations + a copy-pasteable GitHub Actions workflow.


Testing Patterns

Four common patterns: scenes with nodes (instantiate via add_child in before_each, free in after_each), signal testing (assert that emitting works and connect-then-emit fires), mocking/doubling (gdUnit4 Mock<T> or hand-rolled fakes via @export injection), async (await yields, signals, frames in tests).

See references/testing-patterns.md for full code on each pattern (GDScript + C# where applicable).


Common Assertions

GUT assertions

AssertionDescription
assert_eq(actual, expected)Equality
assert_ne(actual, expected)Not equal
assert_true(value)Is truthy
assert_false(value)Is falsy
assert_null(value)Is null
assert_not_null(value)Is not null
assert_gt(actual, expected)Greater than
assert_lt(actual, expected)Less than
assert_gte(actual, expected)Greater than or equal
assert_lte(actual, expected)Less than or equal
assert_has(collection, item)Collection contains item
assert_does_not_have(collection, item)Collection does not contain item
assert_string_contains(str, sub)String contains substring
assert_almost_eq(actual, expected, margin)Float equality within margin
assert_signal_emitted(obj, signal_name)Signal was emitted
assert_signal_not_emitted(obj, signal_name)Signal was not emitted

gdUnit4 assertions (GDScript + C#)

GDScriptC#Description
assert_that(val).is_equal(exp)AssertThat(val).IsEqual(exp)Equality
assert_that(val).is_not_equal(exp)AssertThat(val).IsNotEqual(exp)Not equal
assert_that(val).is_true()AssertThat(val).IsTrue()Is true
assert_that(val).is_false()AssertThat(val).IsFalse()Is false
assert_that(val).is_null()AssertThat(val).IsNull()Is null
assert_that(val).is_not_null()AssertThat(val).IsNotNull()Is not null
assert_that(val).is_greater(exp)AssertThat(val).IsGreater(exp)Greater than
assert_that(val).is_less(exp)AssertThat(val).IsLess(exp)Less than
assert_that(val).is_between(min, max)AssertThat(val).IsBetween(min, max)In range (inclusive)
assert_that(arr).contains([a, b])AssertThat(arr).Contains(a, b)Array contains elements
assert_that(str).contains("sub")AssertThat(str).Contains("sub")String contains substring
assert_that(val).is_approximately(exp, margin)AssertThat(val).IsApproximately(exp, margin)Float within margin
assert_signal(mon).is_emitted("name")AssertSignal(mon).IsEmitted("name")Signal emitted

What NOT to Test

Avoid testing things that add noise without catching real bugs:

  • Godot engine internals — do not assert that Node.add_child() works or that @export variables show up in the editor
  • Private implementation details — test behavior through the public API; if a refactor breaks a test that covers only private state, the test is wrong
  • Visual/rendering output — pixel-level rendering results are brittle; test the data driving the visuals instead
  • Timing-sensitive floats without margins — use assert_almost_eq / IsApproximately for physics values
  • One-liners that wrap a built-in — a property getter that just returns a field needs no test
  • Every possible invalid input — test the documented contract, not every imaginable misuse

Checklist

  • Each test file matches the naming convention for the chosen framework (test_*.gd / *Test.cs)
  • Tests extend the correct base class (GutTest / GdUnit4.GdUnitTestSuite)
  • Nodes added to the scene tree use add_child_autofree or auto_free — never manual queue_free()
  • Signals are watched before the action that triggers them
  • Mocks/doubles are used for external dependencies, not for the unit under test
  • Each test covers exactly one behavior (one logical assertion per test)
  • CI workflow runs tests headlessly on every push and PR
  • Flaky async tests use explicit timeouts, not arbitrary sleep durations
  • Tests pass before merging (RED is only acceptable while actively implementing)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Testing AI skill do?

Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

Why use Godot Testing on TypingMind?

Because you install it once and use it with any model. Godot Testing is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Testing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/godot-testing. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Testing?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Testing?

As many as you like. As long as a model supports skills, you can use Godot Testing with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Testing AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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