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godotgodot 搜索

Agent Skill

godot 用于查找、检索和筛选相关信息,适合在 Local Agent 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

367

周安装

15

下载量

119
Local Agent

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

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请帮我安装这个 Agent Skill:godot(godot 搜索)
来源仓库:https://smithery.ai
仓库路径:godot
安装命令:
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。当前暂无明确安装命令,请以来源页面说明为准。

简介

godot 用于查找、检索和筛选相关信息。godot 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

  • 适合在 Local Agent 中根据关键词或任务场景快速定位候选结果。
  • 可结合来源仓库和原始 README 核验具体用法。
  • 安装前建议确认权限范围和维护状态,避免触发联网或文件操作。
  • 注意是否会执行命令或访问外部资源,确保操作安全可控。

SKILL.md

Godot Skill

Develop, test, build, and deploy Godot 4.x games.

Quick Reference

# GdUnit4 - Unit testing framework (GDScript, runs inside Godot)
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests

# PlayGodot - Game automation framework (Python, like Playwright for games)
export GODOT_PATH=/path/to/godot-automation-fork
pytest tests/ -v

# Export web build
godot --headless --export-release "Web" ./build/index.html

# Deploy to Vercel
vercel deploy ./build --prod

Testing Overview

GdUnit4PlayGodot
TypeUnit testingGame automation
LanguageGDScriptPython
RunsInside GodotExternal (like Playwright)
RequiresAddonCustom Godot fork
Best forUnit/component testsE2E/integration tests

GdUnit4 (GDScript Tests)

GdUnit4 runs tests written in GDScript directly inside Godot.

Project Structure

project/
├── addons/gdUnit4/          # GdUnit4 addon
├── test/                    # Test directory
│   ├── game_test.gd
│   └── player_test.gd
└── scripts/
    └── game.gd

Setup

# Install GdUnit4
git clone --depth 1 https://github.com/MikeSchulze/gdUnit4.git addons/gdUnit4

# Enable plugin in Project Settings → Plugins

Basic Unit Test

# test/game_test.gd
extends GdUnitTestSuite

var game: Node

func before_test() -> void:
    game = auto_free(load("res://scripts/game.gd").new())

func test_initial_state() -> void:
    assert_that(game.is_game_active()).is_true()
    assert_that(game.get_current_player()).is_equal("X")

func test_make_move() -> void:
    var success := game.make_move(4)
    assert_that(success).is_true()
    assert_that(game.get_board_state()[4]).is_equal("X")

Scene Test with Input Simulation

# test/game_scene_test.gd
extends GdUnitTestSuite

var runner: GdUnitSceneRunner

func before_test() -> void:
    runner = scene_runner("res://scenes/main.tscn")

func after_test() -> void:
    runner.free()

func test_click_cell() -> void:
    await runner.await_idle_frame()

    var cell = runner.find_child("Cell4")
    runner.set_mouse_position(cell.global_position + cell.size / 2)
    runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
    await runner.await_input_processed()

    var game = runner.scene()
    assert_that(game.get_board_state()[4]).is_equal("X")

func test_keyboard_restart() -> void:
    runner.simulate_key_pressed(KEY_R)
    await runner.await_input_processed()
    assert_that(runner.scene().is_game_active()).is_true()

Running GdUnit4 Tests

# All tests
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --run-tests

# Specific test file
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
  --run-tests --add res://test/my_test.gd

# Generate reports for CI
godot --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
  --run-tests --report-directory ./reports

GdUnit4 Assertions

# Values
assert_that(value).is_equal(expected)
assert_that(value).is_not_null()
assert_that(condition).is_true()

# Numbers
assert_that(number).is_greater(5)
assert_that(number).is_between(1, 100)

# Strings
assert_that(text).contains("expected")
assert_that(text).starts_with("prefix")

# Arrays
assert_that(array).contains(element)
assert_that(array).has_size(5)

# Signals
await assert_signal(node).is_emitted("signal_name")

Scene Runner Input API

# Mouse
runner.set_mouse_position(Vector2(100, 100))
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
runner.simulate_mouse_button_released(MOUSE_BUTTON_LEFT)

# Keyboard
runner.simulate_key_pressed(KEY_SPACE)
runner.simulate_key_pressed(KEY_S, false, true)  # Ctrl+S

# Input actions
runner.simulate_action_pressed("jump")
runner.simulate_action_released("jump")

# Waiting
await runner.await_input_processed()
await runner.await_idle_frame()
await runner.await_signal("game_over", [], 5000)

PlayGodot (Game Automation)

PlayGodot is a game automation framework for Godot - like Playwright, but for games. It enables E2E testing, automated gameplay, and external control of Godot games via the native RemoteDebugger protocol.

Requirements:

Setup

# Install PlayGodot
python -m venv .venv
source .venv/bin/activate  # Windows: .venv\Scripts\activate
pip install playgodot

# Build custom Godot fork
git clone https://github.com/Randroids-Dojo/godot.git
cd godot && git checkout automation
scons platform=macos arch=arm64 target=editor -j8  # macOS Apple Silicon
# scons platform=macos arch=x86_64 target=editor -j8  # macOS Intel
# scons platform=linuxbsd target=editor -j8  # Linux
# scons platform=windows target=editor -j8  # Windows

Test Configuration (conftest.py)

import os
import pytest_asyncio
from pathlib import Path
from playgodot import Godot

GODOT_PROJECT = Path(__file__).parent.parent
GODOT_PATH = os.environ.get("GODOT_PATH", "/path/to/godot-fork")

@pytest_asyncio.fixture
async def game():
    async with Godot.launch(
        str(GODOT_PROJECT),
        headless=True,
        timeout=15.0,
        godot_path=GODOT_PATH,
    ) as g:
        await g.wait_for_node("/root/Game")
        yield g

Writing PlayGodot Tests

import pytest

GAME = "/root/Game"

@pytest.mark.asyncio
async def test_game_starts_empty(game):
    board = await game.call(GAME, "get_board_state")
    assert board == ["", "", "", "", "", "", "", "", ""]

@pytest.mark.asyncio
async def test_clicking_cell(game):
    await game.click("/root/Game/VBoxContainer/GameBoard/GridContainer/Cell4")
    board = await game.call(GAME, "get_board_state")
    assert board[4] == "X"

@pytest.mark.asyncio
async def test_game_win(game):
    for pos in [0, 3, 1, 4, 2]:  # X wins top row
        await game.call(GAME, "make_move", [pos])

    is_active = await game.call(GAME, "is_game_active")
    assert is_active is False

Running PlayGodot Tests

export GODOT_PATH=/path/to/godot-automation-fork
pytest tests/ -v
pytest tests/test_game.py::test_clicking_cell -v

PlayGodot API

# Node interaction
node = await game.get_node("/root/Game")
await game.wait_for_node("/root/Game", timeout=10.0)
exists = await game.node_exists("/root/Game")
result = await game.call("/root/Node", "method", [arg1, arg2])
value = await game.get_property("/root/Node", "property")
await game.set_property("/root/Node", "property", value)

# Node queries
paths = await game.query_nodes("*Button*")
count = await game.count_nodes("*Label*")

# Mouse input
await game.click("/root/Button")
await game.click(300, 200)
await game.double_click("/root/Button")
await game.right_click(100, 100)
await game.drag("/root/Item", "/root/Slot")

# Keyboard input
await game.press_key("space")
await game.press_key("ctrl+s")
await game.type_text("hello")

# Input actions
await game.press_action("jump")
await game.hold_action("sprint", 2.0)

# Touch input
await game.tap(300, 200)
await game.swipe(100, 100, 400, 100)
await game.pinch((200, 200), 0.5)

# Screenshots
png_bytes = await game.screenshot()
await game.screenshot("/tmp/screenshot.png")
similarity = await game.compare_screenshot("expected.png")
await game.assert_screenshot("reference.png", threshold=0.99)

# Scene management
scene = await game.get_current_scene()
await game.change_scene("res://scenes/level2.tscn")
await game.reload_scene()

# Game state
await game.pause()
await game.unpause()
is_paused = await game.is_paused()
await game.set_time_scale(0.5)
scale = await game.get_time_scale()

# Waiting
await game.wait_for_node("/root/Game/SpawnedEnemy", timeout=5.0)
await game.wait_for_visible("/root/Game/UI/GameOverPanel", timeout=10.0)
await game.wait_for_signal("game_over")
await game.wait_for_signal("health_changed", source="/root/Game/Player")

Building & Deployment

Web Export

# Requires export_presets.cfg with Web preset
godot --headless --export-release "Web" ./build/index.html

Export Preset (export_presets.cfg)

[preset.0]
name="Web"
platform="Web"
runnable=true
export_path="build/index.html"

Deploy to Vercel

npm i -g vercel
vercel deploy ./build --prod

CI/CD

GitHub Actions Example

- name: Setup Godot
  uses: chickensoft-games/setup-godot@v2
  with:
    version: 4.3.0
    include-templates: true

- name: Run GdUnit4 Tests
  run: |
    godot --headless --path . \
      -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd \
      --run-tests --report-directory ./reports

- name: Upload Results
  uses: actions/upload-artifact@v4
  if: always()
  with:
    name: test-results
    path: reports/

References

  • references/gdunit4-quickstart.md - GdUnit4 setup
  • references/scene-runner.md - Input simulation API
  • references/assertions.md - Assertion methods
  • references/playgodot.md - PlayGodot guide
  • references/deployment.md - Deployment guide
  • references/ci-integration.md - CI/CD setup

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Local Agent

82.05%
按下载量换算98

安全审计

暂无安全审计结果可展示。

权限和风险

操作浏览器

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安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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