godot-testing-patterns
SKILL.md
Testing Patterns
GUT framework, assertion patterns, mocking, and async testing define automated validation.
Available Scripts
integration_test_base.gd
Base class for GUT integration tests with auto-cleanup and scene helpers.
headless_test_runner.gd
Expert headless test runner for CI/CD with JUnit XML output and exit code handling.
NEVER Do in Testing
- NEVER test implementation details —
assert_eq(player._internal_state, 5)? Private variables = brittle tests. Test PUBLIC behavior, not internals. - NEVER share state between tests — Test 1 modifies global variable, test 2 assumes clean state? Flaky tests. Use
before_each()for fresh setup. - NEVER use sleep() for timing —
await get_tree().create_timer(1.0).timeoutin tests? Slow + unreliable. Use GUT'swait_seconds()OR manual frame stepping. - NEVER skip cleanup in after_each() — Test spawns 100 nodes, doesn't free? Memory leak + slow test suite. ALWAYS free nodes in
after_each(). - NEVER test randomness without seeding —
randi()in test = non-deterministic failure. Useseed(12345)for repeatable tests. - NEVER forget to watch signals —
assert_signal_emitted(obj, "died")withoutwatch_signals? Fails silently. MUST callwatch_signals(obj)first.
Installation
- Download from AssetLib: "GUT - Godot Unit Test"
- Enable in Project Settings → Plugins
- Create
res://test/directory
Basic Test
# test/test_player.gd
extends GutTest
var player: CharacterBody2D
func before_each() -> void:
player = preload("res://entities/player/player.tscn").instantiate()
add_child(player)
func after_each() -> void:
player.queue_free()
func test_initial_health() -> void:
assert_eq(player.health, 100, "Player should start with 100 health")
func test_take_damage() -> void:
player.take_damage(25)
assert_eq(player.health, 75, "Health should be 75 after 25 damage")
func test_cannot_have_negative_health() -> void:
player.take_damage(200)
assert_gte(player.health, 0, "Health should not go below 0")
Running Tests
# Via GUT panel in editor
# Or command line:
# godot --headless -s addons/gut/gut_cmdln.gd
Assertion Patterns
# Equality
assert_eq(actual, expected, "message")
assert_ne(actual, not_expected, "message")
# Comparison
assert_gt(value, min_value, "should be greater")
assert_lt(value, max_value, "should be less")
assert_gte(value, min_value, "should be >= min")
assert_lte(value, max_value, "should be <= max")
# Boolean
assert_true(condition, "should be true")
assert_false(condition, "should be false")
# Null
assert_not_null(object, "should exist")
assert_null(object, "should be null")
# Arrays
assert_has(array, element, "should contain element")
assert_does_not_have(array, element, "should not contain")
# Signals
watch_signals(object)
assert_signal_emitted(object, "signal_name")
Testing Signals
func test_death_signal() -> void:
watch_signals(player)
player.take_damage(100)
assert_signal_emitted(player, "died")
assert_signal_emitted_with_parameters(player, "died", [player])
Testing Async
func test_delayed_action() -> void:
player.start_ability()
# Wait for timer
await wait_seconds(1.0)
assert_true(player.ability_active, "Ability should be active after delay")
Mock/Stub Patterns
# Double (mock) pattern
func test_with_mock() -> void:
var mock_enemy := double(Enemy).new()
stub(mock_enemy, "get_damage").to_return(50)
player.collide_with(mock_enemy)
assert_eq(player.health, 50, "Should take mocked damage")
Integration Testing
# test/test_combat_system.gd
extends GutTest
func test_player_kills_enemy() -> void:
var level := preload("res://levels/test_arena.tscn").instantiate()
add_child(level)
var player := level.get_node("Player")
var enemy := level.get_node("Enemy")
# Simulate combat
for i in range(5):
player.attack(enemy)
await wait_frames(1)
assert_true(enemy.is_dead, "Enemy should be dead")
assert_gt(player.score, 0, "Player should have score")
level.queue_free()
Manual Testing Checklist
## Gameplay
- [ ] Player can move in all directions
- [ ] Jump height feels right
- [ ] Enemies respond to player
- [ ] Damage numbers are correct
## UI
- [ ] All buttons work
- [ ] Text is readable
- [ ] Responsive on different resolutions
## Audio
- [ ] Music plays
- [ ] SFX trigger correctly
- [ ] Volume levels balanced
## Performance
- [ ] Maintains 60 FPS
- [ ] No stuttering
- [ ] Memory stable
Validation Helpers
# validation.gd (for runtime checks)
class_name Validation
static func assert_valid_health(health: int) -> void:
assert(health >= 0 and health <= 100, "Invalid health: %d" % health)
static func assert_valid_position(pos: Vector2, bounds: Rect2) -> void:
assert(bounds.has_point(pos), "Position out of bounds: %s" % pos)
Test Organization
test/
├── unit/
│ ├── test_player.gd
│ ├── test_enemy.gd
│ └── test_inventory.gd
├── integration/
│ ├── test_combat.gd
│ └── test_save_load.gd
└── fixtures/
├── test_level.tscn
└── mock_data.tres
Best Practices
1. Test Edge Cases
func test_edge_cases() -> void:
player.take_damage(0) # Zero damage
assert_eq(player.health, 100)
player.take_damage(-10) # Negative (heal?)
assert_eq(player.health, 100) # Should not change
2. Isolate Tests
# Each test should be independent
func before_each() -> void:
# Fresh setup for each test
player = create_fresh_player()
3. Test Critical Paths First
Priority:
1. Core gameplay (movement, combat)
2. Save/load system
3. Level transitions
4. UI interactions
Reference
Related
- Master Skill: godot-master
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First Seen
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