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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.
Passed 22 of 22 test cases with the skill, and 10 of 22 without it.
and 18 more in the full report
12 fixed10 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
When calling `game.locator(type='Enemy').get_property('health')` in a scene containing three enemy nodes, the call raises an error. How should I modify the locator query to either select a single index or get a full list of all matching locators without raising errors?
| Checked | Without skill | With skill |
|---|---|---|
| Explains that single-node actions on multi-node locators raise MultipleMatchesError. | Missed | Passed |
| Recommends using .first(), .nth(i), or .all() to resolve or snapshot the matches. | Passed | Passed |
The instructions your model reads when the skill loads.
$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.
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.
# 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:
test cases passed, vs 10 / 22 without
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