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testland/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.

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SKILL.md

name:
godot-gut-tests
description:
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.
metadata:
{"keywords":"godot, gut, gdscript, unit-test, game-engine, junit-xml, bitwes"}

godot-gut-tests

Overview

This skill wraps GUT (Godot Unit Test) - 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):

EngineGUT versionBranch
Godot 4.6.x9.xmain
Godot 4.7.x9.xgodot_4_7 branch
Godot 3.4.x7.x (currently 7.4.3)maintained

Composes with:

  • game-test-categories-reference for the canonical six categories GUT tests map to.
  • platform-cert-overview-reference for cert-gated requirements GUT tests should cover where the title ships to Xbox / PlayStation / Switch via Godot exports.
  • gameplay-recording-replay for replay-driven coverage authored on top of GUT.

When to use

  • Unit under test is GDScript code in a Godot project (Godot 3.x or 4.x).
  • You want a before_each / after_each / parameterised / mock test surface inside the editor with a CLI runner for CI.
  • You need JUnit XML export so a generic CI dashboard (GitHub Actions test reporter, Jenkins JUnit plugin, etc.) can surface failures.

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):

  1. Inside the Godot editor → AssetLib tab.
  2. Search for "GUT" → install.
  3. Project → Project Settings → Plugins → enable GUT.
  4. Re-launch the editor.

Manual:

  1. Clone or download the GUT repo from github.com/bitwes/Gut.
  2. Copy the addons/gut/ directory into your project's addons/ directory.
  3. Enable the plugin as above.

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.godot

Minimal test

Per gut.readthedocs.io, 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:

HookScope
before_allOnce before every test in the script
before_eachBefore each test_* method
after_eachAfter each test_* method
after_allOnce 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-patternWhy it failsFix
Forgetting --headless in CIGodot tries to open a window; CI hangs / failsAlways --headless for CI runs
Forgetting -gexitGodot stays open after the run; CI step never completesAlways -gexit for CI runs
Test scripts outside extends GutTestRunner skips them silentlyEvery test script extends GutTest (or an inner class that does)
Test methods without test_ prefixRunner skips them silentlyMethods must be prefixed test_
Using GUT 9 on Godot 3.x (or 7 on 4.x)Plugin won't loadMatch engine + GUT major-version per the compatibility table in this skill
Stubbing without a doublestub(...) requires a doubled objectUse double("res://script.gd").new() first
Async tests without awaitCoroutine completes before assertionawait the signal / timer, then assert
Asserting assert_eq on floatsFloating-point inequalityUse assert_almost_eq(a, b, tol)
Skipping JUnit XML in CICI surfaces no per-test failure detailAlways emit -gjunit_xml_file=… and feed to a CI reporter
Tests that depend on autoload singletonsCross-test contaminationRe-initialise / reset autoloads in before_each

Limitations

  • No official Godot test framework. Unlike Unity (UTF) or Unreal (Automation), Godot does not ship a first-party GDScript test framework - GUT is community-maintained at github.com/bitwes/Gut (MIT license). For platform-cert evidence trails, vendor / partner reviewers may ask for the framework's provenance.
  • GDScript-only. C# Godot projects should use .NET test runners (xUnit / NUnit) - GUT is GDScript-first.
  • Godot version coupling. Bumping the engine usually bumps GUT - match the engine + GUT major version per the compatibility table in the Overview.
  • Doubles depend on script paths. double("res://path.gd") needs the script's res:// path; doubling autoloads or engine C++ classes is not supported directly.
  • No common exit-code definition for engine failures. A Godot crash mid-run gives exit 0 in some configurations - parse the JUnit XML for failures>0 as the source of truth.
  • GUT panel inside editor is the canonical UX. Running tests via --headless CI works but is slower per-test than the in-editor panel because Godot starts fresh each run.
  • gut.readthedocs.io page churn. Direct deep links (e.g., a Configuration page) sometimes return 404 between releases - the project README on github.com is the most stable entry point.

SKILL.md

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