godot-run-tooling
Run version-matched Godot imports, project tests, exports, and profiling without overstating headless or simulated evidence.
SKILL.mdskills/godot-run-tooling/SKILL.md
GitHubGodot Run Tooling
When to use
Run version-matched Godot imports, project tests, exports, and profiling without overstating headless or simulated evidence. Apply this feature only to Godot-owned code and content.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh godot-run-tooling before edits or tool launches. Continue only when the effective engine is GODOT and the skill is eligible. Skill selection never selects the engine. Honor validated task override evidence and its permitted isolated output scope.
Locate the matching installed Editor and inspect its --version/--help, project.godot, selected project language, export presets/templates, SDKs and project-owned test harness. C# requires the .NET Editor and compatible SDK.
Workflow
- Resolve permitted project and artifact paths before launch. Use argument arrays, bounded execution, retained logs and owned-process cleanup; inspect Editor plugins and tool scripts because import/Editor runs can execute project code.
- Run the matching Editor's import workflow before parse/build checks. Preserve import metadata and identify missing source assets or plugins; do not install templates or download dependencies automatically.
- Use --check-only with an explicitly selected script only for its documented parse scope. It does not establish that every scene, script or runtime branch is correct; C# solution compilation uses its own compatible build workflow.
- Run a project-owned SceneTree script, test scene or explicitly selected test framework with assertion output, test counts and a deliberate failure exit code. Godot --test runs engine tests in a tests-enabled engine build, not the game's test suite.
- Export using the matching Editor, installed templates and named export_presets.cfg entry through supported --export-debug or --export-release options. Record target, logs and output hashes; export success is distinct from player acceptance.
- Launch the produced artifact and verify startup, content/input behavior and shutdown. Capture renderer/device performance where applicable; the built-in script profiler does not substitute for C# profiling.
- Respect platform restrictions: current Godot 4 C# lacks web export, mobile C# support has release-specific limitations, and iOS export requires the supported host/toolchain. Headless/Dummy audio results cannot prove visuals, listening or tactile output.
Verification
- Run one successful native project fixture and an intentionally failing harness/script to prove errors and zero-test runs cannot appear as passes.
- Exercise timeout/cancellation and inspect output/report integrity, then independently start an exported player when prerequisites exist.
- Report missing matching Editor, templates or SDKs as blocked and label any simulated process tests separately from actual Godot results.
Output
Engine/language/export identities, reproducible native invocation records, structured project-test results, hashed export artifacts and player/profiling evidence. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.
Boundaries
Do not install engines/templates, accept platform terms, sign or publish builds implicitly. Version-supported command availability must be checked because unknown Godot flags may be ignored. Independent services and tools retain their architecture contracts.
References
- Godot command-line reference. Select the documentation matching the project release.
- Godot export overview. Select the documentation matching the project release.