godot-gut-tests
Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project.
Install with skills.sh (any agent)
npx skills add testland/qa --skill godot-gut-testsgodot-gut-tests
Overview
This skill wraps GUT (Godot Unit Test) (opens in new window) - the community-canonical GDScript test framework. Godot does not ship a first-party equivalent of Unity's Test Framework or Unreal's Automation System for GDScript user code.
Compatibility (per the GUT README):
| Engine | GUT version | Branch |
|---|---|---|
| Godot 4.6.x | 9.x | main |
| Godot 4.7.x | 9.x | godot_4_7 branch |
| Godot 3.4.x | 7.x (currently 7.4.3) | maintained |
Composes with:
When to use
For pure-C# tests inside Godot's C# scripting layer, use .NET-canonical test runners (xUnit, NUnit) rather than GUT - GUT is GDScript-first.
Authoring
Install
Two paths:
Asset Library (recommended for compatible engine versions):
Manual:
After enabling, a GUT panel appears in the bottom dock.
Project layout
Typical convention (the GUT runner defaults work with this):
my_godot_project/
addons/gut/ # the framework
src/
health.gd
enemy_ai.gd
test/
unit/
test_health.gd
test_enemy_ai.gd
integration/
test_save_load.gd
.gutconfig.json # optional config file
project.godotMinimal test
Per gut.readthedocs.io (opens in new window), tests "extend the GutTest class and use assertion methods like assert_eq, assert_almost_eq, assert_true, and assert_signal_emitted". Test methods are prefixed test_.
extends GutTest
func test_damage_deducts_correct_amount():
var health := preload("res://src/health.gd").new()
health.initialize(100)
health.apply_damage(35)
assert_eq(health.current, 65, "65 HP after 35 dmg from 100")Lifecycle hooks
Lifecycle hooks:
| Hook | Scope |
|---|---|
before_all | Once before every test in the script |
before_each | Before each test_* method |
after_each | After each test_* method |
after_all | Once after every test in the script |
extends GutTest
var _player
func before_each():
_player = preload("res://src/player.gd").new()
func after_each():
_player.queue_free()
_player = null
func test_player_starts_with_full_health():
assert_eq(_player.health, _player.max_health)Assertion family
Tests extend GutTest and call assertion methods; the most common are assert_eq / assert_ne, assert_almost_eq (floats), assert_true / assert_false, assert_null / assert_not_null, assert_signal_emitted, and assert_called (spy). The full assertion table is in references/assertions.md.
Inner classes (grouping)
Tests can be organised via inner classes:
extends GutTest
class TestAddItem:
extends GutTest
var _inv
func before_each():
_inv = preload("res://src/inventory.gd").new()
func test_increases_count_by_stack():
_inv.add_item("potion", 3)
assert_eq(_inv.count_of("potion"), 3)
func test_rejects_over_max_stack():
var ok = _inv.add_item("potion", 999)
assert_false(ok)
class TestRemoveItem:
extends GutTest
# …Each inner class reports as its own grouping in the GUT panel.
Parameterised tests
GUT supports parameterized tests via params=[...]:
extends GutTest
var damage_cases = [
[100, 25, 75],
[100, 100, 0],
[50, 60, 0], # clamps to zero, not negative
[100, 0, 100],
]
func test_apply_damage_table(params=use_parameters(damage_cases)):
var health = preload("res://src/health.gd").new()
health.initialize(params[0])
health.apply_damage(params[1])
assert_eq(health.current, params[2])Each row in damage_cases becomes its own test case in the report.
Doubles, stubs, and spies
GUT provides doubling (full and partial), stubbing, and spies. Typical pattern:
extends GutTest
func test_save_calls_backend():
var backend_double = double("res://src/backend.gd").new()
stub(backend_double, "save").to_return(true)
var manager = preload("res://src/save_manager.gd").new()
manager.backend = backend_double
manager.save_game({"hp": 50})
assert_called(backend_double, "save", [{"hp": 50}])double(path) produces a fake script; stub(...).to_return(value) configures return values; assert_called(...) is the spy assertion.
Async / coroutine tests
GUT supports coroutines and await in tests - a test_* method can await signals or timers and the runner waits before moving on:
extends GutTest
func test_async_load_completes():
var loader = preload("res://src/async_loader.gd").new()
loader.start_load("res://big_scene.tscn")
await get_tree().create_timer(0.5).timeout
assert_true(loader.is_done)
assert_not_null(loader.result)Running
From the GUT editor panel
After enabling the plugin, the GUT panel appears in the bottom dock (Editor → Bottom Panel → GUT) with normal and compact views. Click Run All or right-click a script → Run to execute.
From the command line
The command-line runner is invoked via -d -s addons/gut/gut_cmdln.gd plus GUT-specific options:
godot \
--headless \
-d \
-s addons/gut/gut_cmdln.gd \
-gdir=res://test \
-gjunit_xml_file=artifacts/gut-junit.xml \
-gexit--headless runs without a display window (required for CI) and -d runs in debug mode so the runner script (addons/gut/gut_cmdln.gd) executes. The full CLI flag table and the .gutconfig.json config schema are in references/cli.md.
Parsing results
Set -gjunit_xml_file=… to export JUnit XML - the recommended CI-consumable output, in the standard schema that GitHub Actions test reporters, the Jenkins JUnit plugin, and the GitLab CI test report widget consume. GUT also tracks pre-test errors / orphan nodes / unhandled signals, which surface in the panel and the report. The full XML shape is in references/ci.md.
CI integration
Run the headless CLI command in a CI job, upload the JUnit XML as an artifact, and feed it to a JUnit-aware reporter. A complete GitHub Actions workflow (Godot download, GUT run, artifact upload, dorny/test-reporter) is in references/ci.md. For Godot 3.x projects, swap the engine version and use GUT 7.x.
Anti-patterns
| Anti-pattern | Why it fails | Fix |
|---|---|---|
Forgetting --headless in CI | Godot tries to open a window; CI hangs / fails | Always --headless for CI runs |
Forgetting -gexit | Godot stays open after the run; CI step never completes | Always -gexit for CI runs |
Test scripts outside extends GutTest | Runner skips them silently | Every test script extends GutTest (or an inner class that does) |
Test methods without test_ prefix | Runner skips them silently | Methods must be prefixed test_ |
| Using GUT 9 on Godot 3.x (or 7 on 4.x) | Plugin won't load | Match engine + GUT major-version per the compatibility table in this skill |
| Stubbing without a double | stub(...) requires a doubled object | Use double("res://script.gd").new() first |
Async tests without await | Coroutine completes before assertion | await the signal / timer, then assert |
Asserting assert_eq on floats | Floating-point inequality | Use assert_almost_eq(a, b, tol) |
| Skipping JUnit XML in CI | CI surfaces no per-test failure detail | Always emit -gjunit_xml_file=… and feed to a CI reporter |
| Tests that depend on autoload singletons | Cross-test contamination | Re-initialise / reset autoloads in before_each |
Limitations
GUT assertion family - reference
View source (opens in new window)GUT assertion family - reference
Common assertions for godot-gut-tests, per gut.readthedocs.io (opens in new window) and the GUT README (opens in new window). The README notes GUT exposes "a plethora of asserts and utility methods" - check the addons/gut/test.gd source in your installed version for the complete signature list at the engine version you ship against.
| Assertion | Use |
|---|---|
assert_eq(a, b, msg) | Equality |
assert_ne(a, b, msg) | Inequality |
assert_almost_eq(a, b, tol, msg) | Float comparison within tolerance |
assert_true(v, msg) / assert_false(v, msg) | Boolean |
assert_null(v, msg) / assert_not_null(v, msg) | Null check |
assert_has(coll, v, msg) / assert_does_not_have(coll, v, msg) | Membership |
assert_signal_emitted(obj, "signal_name", msg) | Signal emission |
assert_signal_emitted_with_parameters(obj, "name", args, msg) | Signal emission with payload |
assert_gt(a, b, msg) / assert_lt(a, b, msg) | Ordering |
assert_called(double, "method_name", args) | Spy verification |
Use assert_almost_eq(a, b, tol) for floats - assert_eq fails on floating-point inequality.
GUT results parsing and CI - reference
View source (opens in new window)GUT results parsing and CI - reference
JUnit XML output and CI wiring for godot-gut-tests.
JUnit XML shape
GUT exports JUnit XML when -gjunit_xml_file=... is set - the recommended CI-consumable output per gut.readthedocs.io (opens in new window). Top-level shape:
<testsuites name="GUT" tests="42" failures="1" disabled="0" errors="0" time="3.214">
<testsuite name="res://test/unit/test_health.gd"
tests="5" failures="1" errors="0" time="0.124">
<testcase classname="test_health"
name="test_damage_deducts_correct_amount"
time="0.012"/>
<testcase classname="test_health"
name="test_clamps_below_zero"
time="0.014">
<failure message="Expected 0 but was -5"
type="AssertionFailed"/>
</testcase>
</testsuite>
</testsuites>Standard JUnit XML - consumed by GitHub Actions test reporters, Jenkins JUnit plugin, GitLab CI test report widget, etc. Per the GUT README (opens in new window), GUT also tracks pre-test errors / orphan nodes / unhandled signals - these surface in the GUT panel and the JUnit report.
GitHub Actions
jobs:
gut-tests:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Godot
run: |
GODOT=4.6.1-stable
wget -q https://github.com/godotengine/godot/releases/download/${GODOT}/Godot_v${GODOT}_linux.x86_64.zip
unzip -q Godot_v${GODOT}_linux.x86_64.zip -d godot
mv "godot/Godot_v${GODOT}_linux.x86_64" godot/godot
chmod +x godot/godot
- name: Run GUT
run: |
mkdir -p artifacts
./godot/godot --headless -d \
-s addons/gut/gut_cmdln.gd \
-gdir=res://test \
-gjunit_xml_file=artifacts/gut-junit.xml \
-gexit
- uses: actions/upload-artifact@v4
if: always()
with:
name: gut-junit
path: artifacts/gut-junit.xml
- uses: dorny/test-reporter@v1
if: always()
with:
name: GUT
path: artifacts/gut-junit.xml
reporter: java-junitFor Godot 3.x projects, swap the engine version and use GUT 7.x.
GUT command-line runner - flag and config reference
View source (opens in new window)GUT command-line runner - flag and config reference
Full flag list and config schema for godot-gut-tests. The CLI runner is invoked via -d -s addons/gut/gut_cmdln.gd plus GUT-specific options, per gut.readthedocs.io (opens in new window).
CLI flags
| Flag | Effect |
|---|---|
-gdir=res://test | Recurse this directory for tests |
-gtest=res://test/unit/test_health.gd | Run a single test script |
-ginner_class=TestAddItem | Limit to one inner class |
-gunit_test_name=test_increases_count_by_stack | Limit to one test method |
-gconfig=res://.gutconfig.json | Load config from JSON |
-gjunit_xml_file=artifacts/gut-junit.xml | Write JUnit XML report |
-gjunit_xml_timestamp | Add timestamp suffix to filename |
-glog=3 | Log verbosity (0 - 3) |
-gexit | Exit Godot after run (essential in CI) |
--headless runs Godot without a display window - required for most CI environments. -d runs in debug mode so the test runner script (addons/gut/gut_cmdln.gd) executes.
Config file
A .gutconfig.json at the project root lets the GUT panel and CLI runner share settings:
{
"dirs": ["res://test/unit", "res://test/integration"],
"include_subdirs": true,
"log_level": 1,
"junit_xml_file": "artifacts/gut-junit.xml",
"double_strategy": "partial"
}Field names per gut.readthedocs.io (opens in new window) - check your installed addons/gut/ version for the authoritative schema.
Related skills
game-perf-profiling
Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.
gameplay-recording-replay
Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/{Project}/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.
multiplayer-state-machine-coverage
Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.
platform-cert-overview-reference
Reference catalog of game-QA test categories and the four platform-holder certification regimes a multi-platform title submits to before release. Defines the six canonical test categories (functional / compliance / compatibility / performance / localization / accessibility) plus the multiplayer and content-rating cross-axes; documents the submission workflow, severity vocabulary, test-bench configurations, and known SLAs for Microsoft Xbox Requirements (XR), Sony TRC (gated PlayStation DevNet), Nintendo Lotcheck (gated Nintendo Developer Portal), and Steam Direct review; and includes the building-a-cert-checklist workflow that maps a target platform's requirement items to the six categories. Cites public sources inline; cites gated NDA portals by stable ID per PLUGIN_AUTHORING.md Step 4 fallback. Use when planning a game test pass or cert calendar, mapping internal QA findings to the platform's vocabulary, sequencing submissions across platforms, or emitting a pre-submission checklist.
unity-test-framework
Author and run the Unity game-engine Test Framework (`com.unity.test-framework`, currently v1.8). Distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity - the two tools share only a name. Covers package install via Package Manager, the EditMode vs PlayMode split, the [Test] / [UnityTest] / [SetUp] / [TearDown] / [UnityPlatform] attributes, assembly-definition setup (Editor folder vs asmdef with `includePlatforms` / `optionalUnityReferences: [TestAssemblies]`), Test Runner window, command-line batch invocation with `-runTests` / `-testPlatform` / `-testResults` / `-testFilter` / `-testCategory`, NUnit 3.5 assertion API, and CI integration. Use when the unit under test is C# Unity code that needs to exercise the Unity runtime or editor.
unreal-automation-system
Author and run Unreal Engine's Automation Test Framework - Epic's C++ test framework for UE 4.x / 5.x, documented at dev.epicgames.com/documentation/en-us/unreal-engine. Covers the five test categories Epic defines (Unit / Feature / Smoke / Content Stress / Screenshot Comparison), the IMPLEMENT_SIMPLE_AUTOMATION_TEST and IMPLEMENT_COMPLEX_AUTOMATION_TEST macros, the BDD-style Automation Spec API (DEFINE_SPEC / BEGIN_DEFINE_SPEC / Describe / It / BeforeEach / LatentIt / xIt), latent commands (ADD_LATENT_AUTOMATION_COMMAND), the Automation Driver for UI input simulation (IAutomationDriverModule::Get().CreateDriver(), By::Id / By::Path locators), running via Session Frontend (Window > Test Automation) and command line (-ExecCmds="Automation RunTests …"), and CI integration. Use when the unit under test is C++ Unreal code that needs the UE runtime, editor, or UMG UI surface.