--- name: godot-testing description: Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C# --- # Godot Testing This skill covers test-driven development (TDD) for Godot 4.3+ projects using GUT (Godot Unit Testing) and gdUnit4. It includes framework selection, full RED-GREEN-REFACTOR examples, test structure, running tests in CI, and common testing patterns. > **Related skills:** **godot-code-review** for review checklists, **dependency-injection** for test-friendly architecture, **export-pipeline** for CI/CD test automation. ## Framework Selection | Feature | GUT | gdUnit4 | |-----------------------|----------------------------------|-----------------------------------| | Language | GDScript-first, limited C# | GDScript + C# (first-class) | | Install | AssetLib or git submodule | AssetLib or git submodule | | Editor integration | Built-in GUT panel | Built-in inspector + panel | | Mocking | `double()` / `stub()` API | `mock()` / `spy()` API | | Scene testing | `add_child_autofree()` | `auto_free()` + scene runner | | CI support | `gut_cmdln.gd` CLI script | `gdunit4_runner` CLI script | | C# support | Minimal (GDScript wrappers only) | Native C# assertions + lifecycle | | Maturity | Established (Godot 3 + 4) | Godot 4 focused, actively updated | | Best for | Pure GDScript projects | Mixed GDScript/C# or C#-only | **Rule of thumb:** Use GUT for GDScript-only projects. Use gdUnit4 for C# projects or when you need first-class C# support and scene runner utilities. --- ## TDD Workflow: RED-GREEN-REFACTOR The standard Test-Driven Development cycle: write a failing test (RED), write minimal code to pass (GREEN), then refactor without breaking the test. Each step has its own discipline — don't skip RED (you'll write tests that pass trivially), and don't skip REFACTOR (technical debt compounds). > See [references/tdd-workflow.md](references/tdd-workflow.md) for a worked GDScript + C# example walking through all three steps on a HealthComponent. --- ## Test Directory Structure ``` res:// ├── src/ │ └── components/ │ ├── health_component.gd │ └── HealthComponent.cs └── tests/ ├── unit/ │ ├── test_health_component.gd # GUT: test_ prefix required │ └── HealthComponentTest.cs # gdUnit4 C#: [TestSuite] attribute ├── integration/ │ ├── test_player_scene.gd │ └── PlayerSceneTest.cs └── gut_config.json # GUT configuration (optional) ``` ### Naming conventions | Framework | GDScript file | C# file | Test method prefix/attribute | |-----------|---------------------|----------------------|------------------------------| | GUT | `test_*.gd` | N/A | `func test_*()` | | gdUnit4 | `test_*.gd` | `*Test.cs` | `func test_*()` / `[TestCase]` | --- ## Running Tests Both frameworks ship a CLI runner. **GUT:** `addons/gut/gut_cmdln.gd` invoked via `godot --headless --path . -s addons/gut/gut_cmdln.gd`. **gdUnit4:** `--add-gdunit-test-runner` argument, or via the editor "GdUnit Tests" dock. CI: tag-triggered or PR-triggered GitHub Action that installs Godot, runs the suite, exits non-zero on failure. > See [references/running-tests.md](references/running-tests.md) for full GUT and gdUnit4 CLI invocations + a copy-pasteable GitHub Actions workflow. --- ## Testing Patterns Four common patterns: **scenes with nodes** (instantiate via `add_child` in `before_each`, free in `after_each`), **signal testing** (assert that emitting works and connect-then-emit fires), **mocking/doubling** (gdUnit4 `Mock` or hand-rolled fakes via `@export` injection), **async** (await yields, signals, frames in tests). > See [references/testing-patterns.md](references/testing-patterns.md) for full code on each pattern (GDScript + C# where applicable). --- ## Common Assertions ### GUT assertions | Assertion | Description | |----------------------------------------------|------------------------------------| | `assert_eq(actual, expected)` | Equality | | `assert_ne(actual, expected)` | Not equal | | `assert_true(value)` | Is truthy | | `assert_false(value)` | Is falsy | | `assert_null(value)` | Is null | | `assert_not_null(value)` | Is not null | | `assert_gt(actual, expected)` | Greater than | | `assert_lt(actual, expected)` | Less than | | `assert_gte(actual, expected)` | Greater than or equal | | `assert_lte(actual, expected)` | Less than or equal | | `assert_has(collection, item)` | Collection contains item | | `assert_does_not_have(collection, item)` | Collection does not contain item | | `assert_string_contains(str, sub)` | String contains substring | | `assert_almost_eq(actual, expected, margin)` | Float equality within margin | | `assert_signal_emitted(obj, signal_name)` | Signal was emitted | | `assert_signal_not_emitted(obj, signal_name)`| Signal was not emitted | ### gdUnit4 assertions (GDScript + C#) | GDScript | C# | Description | |----------------------------------------------------|-------------------------------------------------|---------------------------------| | `assert_that(val).is_equal(exp)` | `AssertThat(val).IsEqual(exp)` | Equality | | `assert_that(val).is_not_equal(exp)` | `AssertThat(val).IsNotEqual(exp)` | Not equal | | `assert_that(val).is_true()` | `AssertThat(val).IsTrue()` | Is true | | `assert_that(val).is_false()` | `AssertThat(val).IsFalse()` | Is false | | `assert_that(val).is_null()` | `AssertThat(val).IsNull()` | Is null | | `assert_that(val).is_not_null()` | `AssertThat(val).IsNotNull()` | Is not null | | `assert_that(val).is_greater(exp)` | `AssertThat(val).IsGreater(exp)` | Greater than | | `assert_that(val).is_less(exp)` | `AssertThat(val).IsLess(exp)` | Less than | | `assert_that(val).is_between(min, max)` | `AssertThat(val).IsBetween(min, max)` | In range (inclusive) | | `assert_that(arr).contains([a, b])` | `AssertThat(arr).Contains(a, b)` | Array contains elements | | `assert_that(str).contains("sub")` | `AssertThat(str).Contains("sub")` | String contains substring | | `assert_that(val).is_approximately(exp, margin)` | `AssertThat(val).IsApproximately(exp, margin)` | Float within margin | | `assert_signal(mon).is_emitted("name")` | `AssertSignal(mon).IsEmitted("name")` | Signal emitted | --- ## What NOT to Test Avoid testing things that add noise without catching real bugs: - **Godot engine internals** — do not assert that `Node.add_child()` works or that `@export` variables show up in the editor - **Private implementation details** — test behavior through the public API; if a refactor breaks a test that covers only private state, the test is wrong - **Visual/rendering output** — pixel-level rendering results are brittle; test the data driving the visuals instead - **Timing-sensitive floats without margins** — use `assert_almost_eq` / `IsApproximately` for physics values - **One-liners that wrap a built-in** — a property getter that just returns a field needs no test - **Every possible invalid input** — test the documented contract, not every imaginable misuse --- ## Checklist - [ ] Each test file matches the naming convention for the chosen framework (`test_*.gd` / `*Test.cs`) - [ ] Tests extend the correct base class (`GutTest` / `GdUnit4.GdUnitTestSuite`) - [ ] Nodes added to the scene tree use `add_child_autofree` or `auto_free` — never manual `queue_free()` - [ ] Signals are watched before the action that triggers them - [ ] Mocks/doubles are used for external dependencies, not for the unit under test - [ ] Each test covers exactly one behavior (one logical assertion per test) - [ ] CI workflow runs tests headlessly on every push and PR - [ ] Flaky async tests use explicit timeouts, not arbitrary sleep durations - [ ] Tests pass before merging (RED is only acceptable while actively implementing)