godot-e2e
Testing & QualityWrite 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
| Method | Description |
|---|---|
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.
| Constructor | Description |
|---|---|
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). |
| Refinement | Returns | Description |
|---|---|---|
loc.filter(**kwargs) | Locator | Add AND-composed predicates. |
loc.first() / loc.nth(i) | Locator | Pick first / i-th match. |
loc.all() | list[Locator] | Snapshot of all matches; [] if none (no raise). |
loc.locator(**kwargs) | Locator | Sub-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.
| Matcher | Passes 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
| Member | Description |
|---|---|
game.last_logs / game.collected_logs | List 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 fields | level / message / function / file / line (last three populated for engine errors only). |
Every GodotE2EError carries .logs | List 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,
)
| Exception | When |
|---|---|
NodeNotFoundError | Node path doesn't exist. |
TimeoutError | wait_for_* exceeded. Has .scene_tree. |
ConnectionLostError | Godot crashed or TCP dropped. |
CommandError | Server returned an error. |
MultipleMatchesError | Locator action without .first()/.nth()/.filter() matched >1. Has .paths. |
NotActionableError | Locator.click() / wait_visible() timed out waiting for actionability. Has .path, .reasons, .checks. |
ExpectationFailedError | expect(...) matcher exceeded timeout. Dual-inherits AssertionError. |
All inherit from GodotE2EError (which carries .logs).
Critical Rules
| # | Rule | Detail |
|---|---|---|
| 1 | Physics frames for movement | After input, use wait_physics_frames for position/collision assertions. wait_process_frames does NOT advance physics. |
| 2 | Hold input for movement | press_action only taps (~4 frames). For sustained movement: input_action(act, True) → wait_physics_frames(N) → input_action(act, False). |
| 3 | input_action needs 2 args | input_action("jump", True) not input_action("jump"). For tap, use press_action("jump"). |
| 4 | Prefer expect() over manual wait + assert | expect(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. |
| 5 | Assert direction, not exact values | assert new_x > initial_x not assert pos_x == 450.0. Physics varies per machine. |
| 6 | wait_for_signal timing | Listener registers on arrival — signals emitted before are missed. Use expect().to_have_property for state assertions. |
| 7 | Locators with semantic queries beat hardcoded paths | game.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. |
| 8 | Read .logs on every E2E failure | Every GodotE2EError carries .logs — what Godot printed during the failing command. pytest -v auto-includes captured godot logs on failure. Ignoring it doubles diagnosis time. |
| 9 | Default 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. |
| 10 | Use wait_seconds for Timer-gated waits | wait_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
| Strategy | Scope | Speed | Isolation | Use when |
|---|---|---|---|---|
reload_scene | module process + function reload | Fast | Good | Default. Most tests. |
game_fresh | function process | Slow | Maximum | Tests that modify global/autoload state. |
session | session process | Fastest | None | Read-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=infoflag - 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.reasonslists 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
- At least 1 user action —
input_action,press_action,click,Locator.click(), orcallthat triggers gameplay - At least 1 state-change assertion — verify a property CHANGED (not just that a node exists). Prefer
expect(...)matchers over manualassert get_property(...) == X. - 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
- Entry scene change → update
conftest.py: changewait_for_nodepath, addchange_sceneif needed - Entity naming change → if helpers used hardcoded paths, update; if they used Locators with
group=/type=/text=, often no change needed - New game state (e.g., menu before gameplay) → create a
game_playingfixture that navigates past menus to gameplay state - Private → public methods → E2E
game.call()/Locator.call()cannot call_private()methods; any method called by E2E must be public - After ANY structural change → run
godot-e2e e2e/ -vto 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