godot-runtime-smoke

Assert runtime gameplay behavior in headless Godot scenes.

8|3|Updated Jun 12, 2026
One-click install
npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-runtime-smoke
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-runtime-smoke
Source: https://github.com/arthur0n/xenodot-forge/tree/main/plugin/skills/godot-runtime-smoke
Command: npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-runtime-smoke

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill closes the gap between static validation and real gameplay by testing Godot runtime behavior that syntax checks and render-only smoke tests cannot prove, such as signal arity, recoil state changes, damage handling, and death emission.

Core Features & Use Cases

  • Headless runtime smoke tests: Boots a real SceneTree with the Godot CLI and asserts observable gameplay state in a deterministic, no-window run.
  • Seam-level contract verification: Confirms that callable gameplay seams behave correctly, including method invocation, signal payloads, numeric state deltas, and downstream outcomes.
  • Gate integration guidance: Designed to slot into a validate pipeline as a reusable smoke_*.gd step for combat, enemy, weapon, and other gameplay contracts.
  • Use case: When a weapon fires the wrong signal shape or an enemy stops emitting died, this Skill helps you catch the regression before manual playtesting.

Quick Start

Ask for a headless Godot smoke test that validates a specific gameplay seam and asserts the exact runtime outcome you want to protect.

Frequently Asked Questions about godot-runtime-smoke

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

FAQPage Schema
How do I test Godot gameplay logic like combat and signals headlessly?

To test Godot gameplay headlessly, you boot a real SceneTree with the Godot CLI and assert observable runtime behavior. This catches regressions like incorrect signal payloads or combat state changes that static checks miss.

Why does my Godot smoke test pass but gameplay behavior breaks in playtesting?

Your Godot smoke test likely only checks rendering or syntax, missing runtime behavior. Headless SceneTree smoke scripts validate actual callable seams like damage handling and signal emission to catch regressions before manual testing.

Can I run Godot runtime smoke tests in a CI validate pipeline?

Yes, you can run Godot runtime smoke tests in a validate pipeline by adding a reusable SceneTree-based smoke script step. This requires strict typed GDScript and observable before-and-after assertions to run deterministically without a window.

What do I need to write headless smoke tests for Godot gameplay seams?

Writing headless smoke tests for Godot requires strict typed GDScript, SceneTree-based smoke scripts, and observable before-and-after or payload assertions. This setup verifies callable seams like weapon firing and enemy death signal emission.

Does headless Godot testing work for verifying signal payloads and recoil state?

Yes, headless Godot testing works for verifying signal payloads, recoil state, and health changes. By asserting runtime behavior in a headless scene, it detects gameplay regressions that static validation and render-only tests cannot prove.

What is the best way to catch regressions when a Godot weapon fires the wrong signal shape?

The best way to catch wrong signal shape regressions in Godot is running seam-level contract verification headlessly. This asserts exact signal payloads and runtime outcomes, detecting gameplay issues before they reach manual playtesting.