godot

Build and export Godot games with GDScript gameplay assertions and sandboxed Web exports.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill godot-autonomous-ai
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/godot-studio/skills/godot
Command: npx skills add https://github.com/autonomous-ai/openharness --skill godot-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve? It verifies that a Godot game actually works before shipping by running native gameplay assertions headlessly and producing a Web export only when those checks pass, replacing manual playtesting of every change. ## Core Features & Use Cases - Gameplay proof harness: Runs scripts/proof.gd headlessly to instantiate real gameplay, assert state transitions, and write a proof.json receipt; a missing or failing receipt fails the build even if Godot exits zero. - Sandboxed Web export: Copies project source into fresh staging (excluding build/cache directories), imports assets, and exports the Web preset into build/web while preserving the previous export until the new one succeeds. - Browser performance probe: Optionally measures real interaction frame timing in the shared Web Viewer via Playwright using the assertions recorded in proof.json. - Use Case: After adding a new mechanic to a Godot Studio project, run the export script to confirm the gameplay assertions pass and get a playable single-threaded Web build for the live viewer. ## Quick Start Ask the agent to build and export the Godot project in the current workspace so it runs the gameplay proof and produces a Web build.

Frequently Asked Questions about godot

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I export a Godot game to Web from the command line?▼

Run the export-web.sh helper, which copies the project into staging, imports assets headlessly, runs the gameplay proof, and exports the Web preset to build/web. Set GODOT_BIN to your editor binary and GODOT_WEB_TEMPLATE to a matching release template if needed.

How do I test Godot gameplay headlessly with GDScript?▼

Write a scripts/proof.gd that instantiates real gameplay scenes, asserts meaningful state transitions, and writes {"passed":true,"checks":[...]} to proof.json in HARNESS_BUILD_DIR. The build fails if the receipt is missing or passing is false, even when Godot exits zero.

What Godot version is required for Web exports?▼

The viewer requires Godot 4.3 or newer with a single-threaded Web export, the Compatibility renderer, and no service worker or persistent browser storage. Keep the editor and export templates version-matched to avoid export failures.

Why does my Godot build fail even though the game runs in the editor?▼

The build verdict requires both passing gameplay assertions and a successful export. Common causes are a missing scripts/proof.gd, an absent or failing proof.json receipt, empty export artifacts, or mismatched editor and Web template versions.

Can I measure real browser performance of an exported Godot game?▼

Yes, run scripts/perf.mjs against build/web/index.html with HARNESS_WORKSPACE set. It uses the shared Web Viewer and Playwright to report actual interaction frame timing based on the assertions in proof.json, without extrapolating to other hardware.