godot

Build and export Godot games with GDScript gameplay assertions and sandboxed Web exports.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill godot-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/godot-studio/skills/godot
Command: npx skills add https://github.com/autonomous-ai/openharness --skill godot-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve? It verifies that a Godot game actually works before shipping by running native gameplay assertions headlessly and producing a Web export only when those checks pass, replacing manual playtesting of every change. ## Core Features & Use Cases - Gameplay proof harness: Runs scripts/proof.gd headlessly to instantiate real gameplay, assert state transitions, and write a proof.json receipt; a missing or failing receipt fails the build even if Godot exits zero. - Sandboxed Web export: Copies project source into fresh staging (excluding build/cache directories), imports assets, and exports the Web preset into build/web while preserving the previous export until the new one succeeds. - Browser performance probe: Optionally measures real interaction frame timing in the shared Web Viewer via Playwright using the assertions recorded in proof.json. - Use Case: After adding a new mechanic to a Godot Studio project, run the export script to confirm the gameplay assertions pass and get a playable single-threaded Web build for the live viewer. ## Quick Start Ask the agent to build and export the Godot project in the current workspace so it runs the gameplay proof and produces a Web build.

Frequently Asked Questions about godot

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

FAQPage Schema
How do I export a Godot game to Web from the command line?

Run the export-web.sh helper, which copies the project into staging, imports assets headlessly, runs the gameplay proof, and exports the Web preset to build/web. Set GODOT_BIN to your editor binary and GODOT_WEB_TEMPLATE to a matching release template if needed.

How do I test Godot gameplay headlessly with GDScript?

Write a scripts/proof.gd that instantiates real gameplay scenes, asserts meaningful state transitions, and writes {"passed":true,"checks":[...]} to proof.json in HARNESS_BUILD_DIR. The build fails if the receipt is missing or passing is false, even when Godot exits zero.

What Godot version is required for Web exports?

The viewer requires Godot 4.3 or newer with a single-threaded Web export, the Compatibility renderer, and no service worker or persistent browser storage. Keep the editor and export templates version-matched to avoid export failures.

Why does my Godot build fail even though the game runs in the editor?

The build verdict requires both passing gameplay assertions and a successful export. Common causes are a missing scripts/proof.gd, an absent or failing proof.json receipt, empty export artifacts, or mismatched editor and Web template versions.

Can I measure real browser performance of an exported Godot game?

Yes, run scripts/perf.mjs against build/web/index.html with HARNESS_WORKSPACE set. It uses the shared Web Viewer and Playwright to report actual interaction frame timing based on the assertions in proof.json, without extrapolating to other hardware.