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godot-e2e

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Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: - Test actual gameplay: player movement, collisions, scoring, scene transitions - Verify UI interactions: button clicks, label text, menu navigation - Write integration tests that run the real game (not mocked unit tests) - Debug E2E test failures or set up E2E test infrastructure Triggers: "E2E test", "end-to-end test", "gameplay test", "test the game running", "simulate input", "test player movement", "test UI clicks", "godot-e2e", "integration test for game", "test scene transitions".

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godot-e2e — E2E Testing for Godot

$ARGUMENTS

godot-e2e is a custom framework with zero LLM training data coverage. Everything the model needs is in this skill (with deeper detail in references/). Do not guess — follow these docs exactly.

Architecture

The godot-e2e CLI launches a Godot process and communicates over TCP (localhost). Enabling the GodotE2E plugin in Project Settings auto-registers an AutomationServer autoload that receives JSON commands, executes them on the main thread, and sends back results. The game runs unmodified — the server is dormant unless launched with --e2e. Multiple instances can run in parallel (each auto-allocates a unique port). The framework rests on three pillars: Locator for semantic node queries, expect() for auto-retry assertions, and engine log capture so every error carries the Godot logs that preceded it.

Quick Start — conftest.py + Test File

# conftest.py (per test directory — explicit project path control;
# alternatively set GODOT_E2E_PROJECT_PATH env or pytest.ini
# `godot_e2e_project_path` and use the auto-registered `game` fixture).
# Replace "/root/Main" below with your project's entry-scene root —
# read it from `project.godot`'s `run/main_scene`.
import os

import pytest
from godot_e2e import GodotE2E

GODOT_PROJECT = os.path.join(os.path.dirname(__file__), "..")
GODOT_CONFIG = os.path.join(GODOT_PROJECT, ".claude", "godotmaker.yaml")


def _read_godot_path():
    try:
        with open(GODOT_CONFIG, "r", encoding="utf-8") as f:
            for line in f:
                line = line.split("#", 1)[0].strip()
                if line.startswith("godot_path:"):
                    value = line.split(":", 1)[1].strip().strip("\"'")
                    return value or None
    except OSError:
        return None
    return None


GODOT_PATH = _read_godot_path()

@pytest.fixture(scope="module")
def _game_process():
    with GodotE2E.launch(
        GODOT_PROJECT,
        godot_path=GODOT_PATH,
        timeout=15.0,
    ) as game:
        game.wait_for_node("/root/Main", timeout=10.0)
        yield game

@pytest.fixture(scope="function")
def game(_game_process):
    _game_process.reload_scene()
    _game_process.wait_for_node("/root/Main", timeout=5.0)
    yield _game_process
# test_player.py
from godot_e2e import expect

def test_player_moves_right(game):
    player = game.locator(group="player")          # Locator query
    initial_x = player.get_property("position:x")

    game.input_action("ui_right", True)
    game.wait_physics_frames(10)
    game.input_action("ui_right", False)

    expect(player).to_satisfy(
        lambda l: l.get_property("position:x") > initial_x,
        description="player moved right",
    )

def test_button_starts_game(game):
    game.get_by_button("Start").click()           # auto-waits actionability
    expect(game.locator(name="GameStatus")).to_have_text("Playing")
    errors = [e for e in game.collected_logs if e.level == "error"]
    assert not errors, f"errors during click: {errors}"
godot-e2e e2e/ -v

API Quick Reference

Launch / Lifecycle

MethodDescription
GodotE2E.launch(project_path, godot_path=None, port=0, timeout=10.0, extra_args=None, log_verbosity=None)Context manager. Launch Godot + connect. port=0 auto-allocates. log_verbosity ∈ "error"/"warning"/"info".
GodotE2E.connect(host="127.0.0.1", port=6008, token="")Connect to already-running Godot.
game.close()Kill Godot process and close connection.

Locator — Semantic Queries

Locator is lazy: queries re-resolve on every action, so a Locator created before reload_scene() still works after.

ConstructorDescription
game.locator(path=, name=, group=, text=, type=, script=)At least one kwarg required; AND-composed. name / text accept glob (*, ?). type matches via is X (descendants included, e.g. type="BaseButton" covers Button/CheckBox).
game.get_by_text(text)Sugar for locator(text=text).
game.get_by_button(text)Sugar for locator(type="BaseButton", text=text).
RefinementReturnsDescription
loc.filter(**kwargs)LocatorAdd AND-composed predicates.
loc.first() / loc.nth(i)LocatorPick first / i-th match.
loc.all()list[Locator]Snapshot of all matches; [] if none (no raise).
loc.locator(**kwargs)LocatorSub-query under this Locator's resolved node (parent resolved at action time).
Inspection (no raise on miss)Returns
loc.exists() / loc.count()bool / int
loc.is_visible() / loc.is_actionable()bool (raises on multi-match / missing)
Action (re-resolves; requires exactly one match)Notes
loc.click(*, force=False, timeout=5.0)Auto-waits actionability for Control (visible + mouse_filter + in viewport); Node2D only checks visibility. force=True skips check. Raises NotActionableError on timeout.
loc.hover()Inject InputEventMouseMotion at node's screen position.
loc.get_property(prop) / loc.set_property(prop, value) / loc.call(method, args=None)Same as game.* versions, but path-pinned.
loc.wait_visible(*, timeout=5.0)Block until target passes actionability. Raises NotActionableError with reasons + checks.
loc.wait_for_signal(signal_name, timeout=5.0)Block until resolved node emits signal.

expect() — Auto-Retry Assertions

expect(locator, *, timeout=5.0, poll_interval=0.05) → LocatorAssertions re-resolves the Locator on each poll. Lookup errors during polling (NodeNotFoundError, MultipleMatchesError, CommandError) are caught; node may appear / disambiguate later.

MatcherPasses When
to_have_property(name, value)locator.get_property(name) == value
to_have_text(text)Target's text property equals (sugar for property "text").
to_be_visible()Visible in scene tree (Control / Node2D).
to_exist()Query resolves to ≥1 node.
to_satisfy(predicate, *, description=None)predicate(locator) truthy. Use description= for readable failure messages.

ExpectationFailedError dual-inherits AssertionError → pytest renders it as a regular assertion failure, with attributes actual, observation_captured, matcher, scene_tree, last_error.

Engine Log Capture

MemberDescription
game.last_logs / game.collected_logsList of LogEntry. last_logs cleared each command; collected_logs cleared per test by built-in fixtures.
game.reset_collected_logs()Manual narrowing — reset window before a sub-assertion.
game.set_log_verbosity(level) / game.set_log_buffer_size(size)Runtime tuning. Levels: "error" / "warning" (default) / "info".
LogEntry fieldslevel / message / function / file / line (last three populated for engine errors only).
Every GodotE2EError carries .logsList of LogEntry from the failing command's response. Empty when capture inactive.

Pytest auto-includes captured godot logs section on failure (built-in plugin, no setup required). Buffer overflow synthesizes a "<N entries dropped>" warning.

Raw-Path Operations

Direct on game — used when you have a stable known path and a Locator query would just add ceremony (typically root-level singletons, autoloads, the Main entry node). Node ops (game.get_property / set_property / call / find_by_group / query_nodes / get_tree / batch), input (input_action / input_key / input_mouse_* / press_action / press_key / click / click_node), waits (wait_physics_frames / wait_process_frames / wait_seconds / wait_for_node / wait_for_signal / wait_for_property), scenes (get_scene / change_scene / reload_scene / screenshot).

Types & Exceptions

from godot_e2e import (
    Vector2, Vector2i, Vector3, Vector3i, Rect2, Rect2i,
    Color, Transform2D, NodePath,
    LogEntry, LogVerbosity, parse_log_entries,
    expect, Locator, LocatorAssertions,
)
ExceptionWhen
NodeNotFoundErrorNode path doesn't exist.
TimeoutErrorwait_for_* exceeded. Has .scene_tree.
ConnectionLostErrorGodot crashed or TCP dropped.
CommandErrorServer returned an error.
MultipleMatchesErrorLocator action without .first()/.nth()/.filter() matched >1. Has .paths.
NotActionableErrorLocator.click() / wait_visible() timed out waiting for actionability. Has .path, .reasons, .checks.
ExpectationFailedErrorexpect(...) matcher exceeded timeout. Dual-inherits AssertionError.

All inherit from GodotE2EError (which carries .logs).

Critical Rules

#RuleDetail
1Physics frames for movementAfter input, use wait_physics_frames for position/collision assertions. wait_process_frames does NOT advance physics.
2Hold input for movementpress_action only taps (~4 frames). For sustained movement: input_action(act, True) → wait_physics_frames(N) → input_action(act, False).
3input_action needs 2 argsinput_action("jump", True) not input_action("jump"). For tap, use press_action("jump").
4Prefer expect() over manual wait + assertexpect(locator).to_have_property(...) retries with structured failure context (scene_tree + last_error) and renders as a normal pytest assertion. Use wait_for_property only when working with raw paths and no Locator is in scope.
5Assert direction, not exact valuesassert new_x > initial_x not assert pos_x == 450.0. Physics varies per machine.
6wait_for_signal timingListener registers on arrival — signals emitted before are missed. Use expect().to_have_property for state assertions.
7Locators with semantic queries beat hardcoded pathsgame.get_by_button("Start") / game.locator(group="player") survives tree restructuring; /root/Main/UI/Menu/StartButton doesn't. Reserve raw paths for unique top-level nodes.
8Read .logs on every E2E failureEvery GodotE2EError carries .logs — what Godot printed during the failing command. pytest -v auto-includes captured godot logs on failure. Ignoring it doubles diagnosis time.
9Default log verbosity is "warning"push_error and push_warning are captured; print() is NOT. Bump to "info" (via log_verbosity="info" at launch or game.set_log_verbosity("info") at runtime) only when debugging — at info verbosity log buffer fills 4-10× faster.
10Use wait_seconds for Timer-gated waitswait_process_frames(N) counts frames, not seconds. Under headless uncapped FPS, wait_process_frames(120) finishes in well under 2s. Use wait_seconds(t) or expect() for any wait gated by a Timer or wall-clock seconds.

Fixture Strategies

StrategyScopeSpeedIsolationUse when
reload_scenemodule process + function reloadFastGoodDefault. Most tests.
game_freshfunction processSlowMaximumTests that modify global/autoload state.
sessionsession processFastestNoneRead-only tests, careful ordering.

The pytest plugin auto-registers game (reload-based) and game_fresh (process-per-test) — both reset collected_logs at test entry and capture screenshots on failure to test_output/.

Running & Debugging

godot-e2e e2e/ -v                                  # all tests
godot-e2e e2e/test_player.py -v                    # single file
godot-e2e --godot-path /path/to/godot tests/ -v    # specific binary
  • Engine log verbosity at launch: GodotE2E.launch(path, log_verbosity="info") or --e2e-log-verbosity=info flag
  • Server-side wire log: extra_args=["--e2e-log"] (separate from engine log capture — this logs request/response traffic on the Godot side)
  • TimeoutError diagnosis: exception has .scene_tree
  • Locator actionability diagnosis: NotActionableError.reasons lists failed checks ("not_visible_in_tree", "mouse_filter_ignore", "outside_viewport", "unclickable_node_type")
  • expect() failure context: ExpectationFailedError.actual (last observed value) + .scene_tree + .last_error (last swallowed CommandError)

E2E Test Quality Standards

Every E2E test MUST meet these minimum requirements. Tests that fail these criteria are rejected.

Minimum Per-Test Requirements

  1. At least 1 user action — input_action, press_action, click, Locator.click(), or call that triggers gameplay
  2. At least 1 state-change assertion — verify a property CHANGED (not just that a node exists). Prefer expect(...) matchers over manual assert get_property(...) == X.
  3. No pure existence tests — node_exists / Locator.exists() may serve as a precondition, but NEVER as the only assertion

Bad vs Good Examples

# BAD — only checks existence, proves nothing about gameplay:
def test_player(game):
    assert game.locator(group="player").exists()

# GOOD — verifies actual gameplay behavior with auto-retry:
def test_player_moves_right(game):
    player = game.locator(group="player")
    initial_x = player.get_property("position:x")
    game.input_action("move_right", True)
    game.wait_physics_frames(10)
    game.input_action("move_right", False)
    expect(player).to_satisfy(
        lambda l: l.get_property("position:x") > initial_x,
        description="player moved right",
    )

Fixture Sync Rules

  1. Entry scene change → update conftest.py: change wait_for_node path, add change_scene if needed
  2. Entity naming change → if helpers used hardcoded paths, update; if they used Locators with group= / type= / text=, often no change needed
  3. New game state (e.g., menu before gameplay) → create a game_playing fixture that navigates past menus to gameplay state
  4. Private → public methods → E2E game.call() / Locator.call() cannot call _private() methods; any method called by E2E must be public
  5. After ANY structural change → run godot-e2e e2e/ -v to catch broken fixtures immediately

Extended References

For full API details (every Locator method, every matcher's polling semantics, all wire commands, full exception attribute lists, type serialization tags): → Grep references/api-reference.md

For testing patterns (Locator-based UI recipes, expect() idioms, log-driven diagnosis, keep-alive, pause handling, CI config, flaky test mitigation): → Grep references/testing-patterns.md