GDScript Test

Execute GDUnit4 tests for Godot projects and write reports.

21|Updated Jan 24, 2025
One-click install
npx skills add https://github.com/minami110/godot-signal-extensions --skill gdscript-test
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: GDScript Test
Source: https://github.com/minami110/godot-signal-extensions/tree/main/.claude/skills/gdscript-test-skill
Command: npx skills add https://github.com/minami110/godot-signal-extensions --skill gdscript-test

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Manually running and interpreting GDUnit4 tests can be time-consuming and difficult to integrate into a smooth development workflow, especially when dealing with verbose Godot logs. This Skill streamlines the testing process, making it faster and more focused.

Core Features & Use Cases

  • Streamlined Test Execution: Run all tests, specific files, or entire directories with a single command, simplifying your testing routine.
  • Focused Output: Suppresses verbose Godot logs by default, highlighting only test failures for quick review and efficient debugging.
  • CI/CD Ready: Designed for compatibility with continuous integration and deployment pipelines, enabling automated quality checks in your build process.
  • Use Case: After implementing a new game mechanic or fixing a bug, run this Skill to automatically execute all relevant unit tests, quickly identifying any regressions or new bugs introduced, ensuring your game remains stable and reliable.

Quick Start

Run all GDUnit4 tests in your Godot project

.claude/skills/gdscript-test-skill/scripts/run_test.sh

Run specific test file with verbose output

.claude/skills/gdscript-test-skill/scripts/run_test.sh -v tests/test_player_movement.gd

Frequently Asked Questions about GDScript Test

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run unit tests in a Godot project with GDUnit4?

Unit tests in Godot run through GDUnit4, a testing framework configured in your project.godot file. This Skill executes those tests via a wrapper script, suppressing verbose logs and reporting results with pass/fail/error exit codes to streamline test execution in development or CI/CD workflows.

Can I integrate GDUnit4 testing into my CI/CD pipeline?

Yes. GDUnit4 testing integrates directly into CI/CD pipelines through this Skill's run_test.sh wrapper, which returns standard exit codes (0 for pass, 1 for fail, 2 for error) and writes test reports to the reports/ directory, enabling automated quality checks in your build process.

How do I run tests for a specific GDScript file instead of all tests?

Run tests for specific files or directories by passing the file path to run_test.sh with the -v flag for verbose output. This lets you isolate tests to individual features or bug fixes without executing your entire test suite.

What setup do I need before running GDUnit4 tests?

GDUnit4 must be configured in your project.godot file before this Skill can execute tests. Once configured, the run_test.sh wrapper handles test execution; no additional setup is required to start running tests in your workflow.

Why should I automate GDScript testing in my game development workflow?

Automating GDScript tests with GDUnit4 catches regressions and new bugs immediately after implementing features or fixes, ensuring your game remains stable and reliable without manual test interpretation or verbose log filtering.