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jame581/godotprompter168 installs

godot-testing

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

How do I install this agent skill?

npx skills add https://github.com/jame581/godotprompter --skill godot-testing
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides guidance, documentation, and configuration examples for test-driven development in Godot projects using GUT and gdUnit4. No security hazards or malicious capabilities were found.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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)

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

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