godot-runtime-verify

Runs built Godot scenes and classifies runtime errors to gate slice acceptance behavior.

6|Updated Jul 10, 2026
One-click install
npx skills add https://github.com/Mozurok/fhorja.dev --skill godot-runtime-verify-mozurok
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-runtime-verify
Source: https://github.com/Mozurok/fhorja.dev/tree/main/.claude/skills/godot-runtime-verify
Command: npx skills add https://github.com/Mozurok/fhorja.dev --skill godot-runtime-verify-mozurok

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Static checks like linting and typechecking cannot catch most Godot bugs, which surface only at runtime. This Skill runs an implemented Godot 2D or 3D scene, reads the real debugger output, and decides a PASS/FAIL runtime gate so broken mechanics never slip through on an unverified claim. ## Core Features & Use Cases - Runtime verification gate: Runs the scene via press-play or headless Godot CLI, quotes the captured debugger output as evidence, and issues a PASS, FAIL, or BLOCKED verdict per acceptance criterion. - Godot error taxonomy: Classifies every runtime observation with codes like SCRIPT_ERROR, MISSING_NODE_OR_RESOURCE, SIGNAL_NOT_CONNECTED, PHYSICS_OR_COLLISION, and INPUT_NOT_MAPPED, each with a likely cause. - Fix routing, not fixing: Routes failures to incident-triage or implement-slice-complement and writes a PLAYTEST_RUNBOOK.md so human playtesters can judge feel and pacing the automated gate cannot. - Use Case: After implementing a Godot slice with an EARS acceptance criterion, run this gate headless, capture the console log, and get a quoted-evidence verdict plus a written report before closing the slice. ## Quick Start Verify the runtime behavior of my implemented Godot slice by running the scene headless, reading the debugger output, and giving me a PASS or FAIL gate decision with the evidence quoted.

Frequently Asked Questions about godot-runtime-verify

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

FAQPage Schema
How do I verify a Godot scene works at runtime?▼

Run the scene via press-play in the editor or the Godot CLI headless mode, capture the debugger or console output, and check it against the slice's acceptance behavior. This Skill reads that output, classifies errors, and issues a PASS, FAIL, or BLOCKED gate decision.

How to run Godot headless for automated testing?▼

Use the Godot CLI with the --headless flag against a real scene, resolving the binary via godot --version on PATH or the macOS app bundle path. Probe scenes must be self-terminating with get_tree().quit() and a physics-frame backstop so hung probes still exit.

What runtime errors can Godot verification catch that linting misses?▼

It catches nil method calls, missing node paths, unconnected signals, null references to freed nodes, physics and collision mismatches, unmapped input actions, performance stalls, and state invariant violations. These are classified with a Godot-specific taxonomy code and a likely cause.

Does this work with any Godot MCP server?▼

Yes, the verification is MCP-agnostic and names no specific server. The scene can be run by an MCP run tool, the Godot CLI headless mode, or a human pressing play; the Skill only verifies the captured output and never prescribes the runner.

When should I not use runtime verification for a Godot slice?▼

Skip it for pure-data or config slices with nothing runnable, but record an explicit skip reason in the slice notes. Do not use it to plan scenes, write or fix code, or triage failures into fix sizes; those belong to other commands.