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From godot-devtool
Runs Godot projects headless, inspects game state via runtime WebSocket, simulates input, captures screenshots, reads debug output, and cleans up runs. For validating runtime behavior with godot-devtool.
npx claudepluginhub wangdiandao/godot-devtoolHow this skill is triggered — by the user, by Claude, or both
Slash command
/godot-devtool:godot-devtool-runtime-testThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Load this when validating running-game behavior.
Provides persistent godot-mcp and AI Bridge workflows for Godot 4.x projects, handling .tscn/.gd/.gdshader/.tres files and live editor tasks like scene inspection, node edits, refresh/run/test loops, runtime diagnostics, hybrid validation.
Routes MCP tool discovery and dispatches to domain-specific skills for Godot 4 projects: project setup, live editor, runtime test, scene authoring, and release verification.
Interact with running Godot games via MCP: launch projects, capture screenshots, simulate clicks/keys, inspect/manipulate scene tree and properties. For UI testing, debugging, and state verification.
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Load this when validating running-game behavior.
Request focused schema:
get_capabilities { "workflow": "runtime_test", "includeSchemas": true }
Run and identify the target:
run_project
plugin_status
list_run_instances
list_bridge_sessions
resolve_bridge_target
Pass runId or sessionId when more than one runtime matches.
Use a before/after state check:
run_project { "projectPath": "...", "headless": true }plugin_status until a runtime client is connected.get_game_scene_tree, get_game_node_properties, or get_game_screenshot.simulate_action, simulate_key, simulate_mouse_click, or simulate_sequence.get_debug_output for errors.stop_project or stop_run_instance.For movement and gameplay, prefer simulate_action over raw keys when the project has InputMap actions.
After stopping, call plugin_status. Runtime clients should drop to zero and runtime-state should not remain actively connected. Treat stale connected state after exit as a bridge lifecycle bug.