SKILL.md
Godot
Work from the target project's actual Godot version, project settings, addons, and export presets. Preserve project conventions rather than imposing a generic scene architecture.
Preflight
- Read repository instructions and inspect
project.godot,export_presets.cfg, installed addons, and the existing test layout. - Resolve the Godot executable and verify its version before choosing commands or APIs.
- Determine the required verification level:
- GdUnit4 for unit, component, and in-engine scene tests; - PlayGodot for external end-to-end automation, screenshots, or input simulation; - a real exported build when behavior depends on platform or browser packaging.
- Do not claim real-render, input, export, or deployment success from static checks alone.
Test and implement
- For GdUnit4 setup, test layout, and runner commands, read [references/gdunit4-quickstart.md](references/gdunit4-quickstart.md).
- For scene input simulation, read [references/scene-runner.md](references/scene-runner.md).
- For assertion syntax, read [references/assertions.md](references/assertions.md) only when writing or repairing assertions.
- For PlayGodot installation and external automation, read [references/playgodot.md](references/playgodot.md). Confirm the required custom Godot build exists before selecting this path.
Prefer the project's existing runner. A common GdUnit4 command is:
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests
Use the bundled helpers by resolving them relative to this skill directory:
scripts/validate_project.pyfor project preflight;scripts/run_tests.pyfor repeatable test execution;scripts/export_build.pyfor exports;scripts/parse_results.pyfor machine-readable test results.
Inspect helper options before running them, and do not overwrite a project's established commands when its own scripts are authoritative.
Export and deployment
- Read [references/deployment.md](references/deployment.md) when creating or changing export presets or deployment behavior.
- Export into the project's designated build directory and inspect the produced artifact.
- For web builds, serve the export and exercise it in a browser; verify asset loading, input, viewport behavior, console errors, and any required cross-origin isolation.
- Read [references/ci-integration.md](references/ci-integration.md) when changing CI rather than copying an unverified workflow example.
- Treat production deployment as a separate authorization boundary. After an authorized deployment, verify the live target rather than stopping at a successful CLI exit.
Finish with the Godot version, tests or runtime checks performed, produced artifact or deployment state, and any behavior that remains unverified.