gm-verify

Verify built Godot projects via headless checks, gdUnit4 tests, and static analysis.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill gm-verify
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gm-verify
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/core/gm-verify
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill gm-verify

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

gm-verify eliminates the guesswork of whether a generated Godot project is actually correct by running automated, non-creative checks (headless build, unit tests, lint placeholders, and static analysis) against the latest built state.

Core Features & Use Cases

  • Headless build verification: Executes a Godot headless run and captures build-time errors for fast failure diagnosis.
  • Automated unit testing via gdUnit4: Runs the project’s gdUnit4 tests and reports pass/fail counts and failure details.
  • Project static analysis: Runs an ECS/test/plan oriented static check to catch issues beyond compilation.
  • Safety-focused, read-mostly workflow: Explicit invocation only, with guardrails to prevent modifying game code or planning docs.

Quick Start

Use the gm-verify skill to verify the most recent built project state by running: run /gm-verify.

Frequently Asked Questions about gm-verify

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

FAQPage Schema
How do I run headless build verification and unit tests for a Godot project in CI?

Headless build verification and unit tests for a Godot project are executed by running deterministic mechanical checks via headless Godot execution. The process captures build-time errors, runs gdUnit4 tests, and emits a machine-readable verify_report.json.

What is gdUnit4 test reporting parsing for Godot CI checks?

gdUnit4 test reporting parsing is the extraction of pass/fail counts and failure details from automated unit tests run during a headless Godot build. This parsing generates a human-readable checklist summary and a machine-readable verify_report.json.

Does Godot static analysis catch issues beyond compilation errors?

Godot static analysis catches issues beyond compilation by running ECS, test, and plan-oriented static checks against the built project state. These non-creative checks identify deeper structural problems without modifying game code or planning docs.

Can I use this verification workflow to modify game code during testing?

This verification workflow operates on a read-mostly basis with explicit invocation and guardrails. It is designed for safety-focused post-build validation and intentionally prevents modifying game code or planning docs during the mechanical checks.

Why does my Godot headless build fail before unit tests can run?

A Godot headless build fails before unit tests when deterministic mechanical checks capture build-time errors during the initial headless Godot execution. This fast failure diagnosis prevents subsequent gdUnit4 tests and static analysis from running.

Do I need a pre-built Godot project state before running gm-verify?

A pre-built Godot project state is required before running gm-verify. The skill applies automated mechanical checks, including headless execution, gdUnit4 unit tests, and static analysis, specifically against the latest built state to ensure project correctness.