godot-e2elisted
Install: claude install-skill RandallLiuXin/GodotMaker
# godot-e2e — E2E Testing for Godot
$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.
## Architecture
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.
## Quick Start — conftest.py + Test File
```python
# 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:
with open(GODO