Godot Gut Tests
ASecurityAuthor and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping...
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[](https://www.skillsdirectory.com/skills/testland-godot-gut-tests)---
name: godot-gut-tests
description: "Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project."
metadata:
keywords: "godot, gut, gdscript, unit-test, game-engine, junit-xml, bitwes"
version: "1.4.17"
---
# godot-gut-tests
## Overview
This skill wraps [GUT (Godot Unit
Test)](https://github.com/bitwes/Gut) - the community-canonical
GDScript test framework. Godot does not ship a first-party
equivalent of Unity's Test Framework or Unreal's Automation
System for GDScript user code.
Compatibility (per the GUT README):
| Engine | GUT version | Branch |
|---|---|---|
| Godot 4.6.x | 9.x | main |
| Godot 4.7.x | 9.x | godot_4_7 branch |
| Godot 3.4.x | 7.x (currently 7.4.3) | maintained |
Composes with:
- `platform-cert-overview-reference`
for the canonical six test categories GUT tests map to, and
for cert-gated requirements GUT tests should cover where the
title ships to Xbox / PlayStation / Switch via Godot exports.
- `gameplay-recording-replay`
for replay-driven coverage authored on top of GUT.
## When to use
- Unit under test is **GDScript code in a Godot project**
(Godot 3.x or 4.x).
- You want a `before_each` / `after_each` / parameterised / mock
test surface inside the editor with a CLI runner for CI.
- You need JUnit XML export so a generic CI dashboard
(GitHub Actions test reporter, Jenkins JUnit plugin, etc.) can
surface failures.
For pure-C# tests inside Godot's C# scripting layer, use
.NET-canonical test runners (xUnit, NUnit) rather than GUT - GUT
is GDScript-first.
## Authoring
### Install
Two paths:
**Asset Library (recommended for compatible engine versions):**
1. Inside the Godot editor → **AssetLib** tab.
2. Search for "GUT" → install.
3. **Project → Project Settings → Plugins → enable GUT**.
4. Re-launch the editor.
**Manual:**
1. Clone or download the GUT repo from
[github.com/bitwes/Gut](https://github.com/bitwes/Gut).
2. Copy the `addons/gut/` directory into your project's `addons/`
directory.
3. Enable the plugin as above.
After enabling, a **GUT** panel appears in the bottom dock.
### Project layout
Typical convention (the GUT runner defaults work with this):
```
my_godot_project/
addons/gut/ # the framework
src/
health.gd
enemy_ai.gd
test/
unit/
test_health.gd
test_enemy_ai.gd
integration/
test_save_load.gd
.gutconfig.json # optional config file
project.godot
```
### Minimal test
Per [gut.readthedocs.io](https://gut.readthedocs.io/), tests
"extend the GutTest class and use assertion methods like
`assert_eq`, `assert_almost_eq`, `assert_true`, and
`assert_signal_emitted`". Test methods are prefixed `test_`.
```gdscript
extends GutTest
func test_damage_deducts_correct_amount():
var health := preload("res://src/health.gd").new()
health.initialize(100)
health.apply_damage(35)
assert_eq(health.current, 65, "65 HP after 35 dmg from 100")
```
### Lifecycle hooks
Lifecycle hooks:
| Hook | Scope |
|---|---|
| `before_all` | Once before every test in the script |
| `before_each` | Before each `test_*` method |
| `after_each` | After each `test_*` method |
| `after_all` | Once after every test in the script |
```gdscript
extends GutTest
var _player
func before_each():
_player = preload("res://src/player.gd").new()
func after_each():
_player.queue_free()
_player = null
func test_player_starts_with_full_health():
assert_eq(_player.health, _player.max_health)
```
### Assertion family
Tests extend `GutTest` and call assertion methods; the most common are
`assert_eq` / `assert_ne`, `assert_almost_eq` (floats),
`assert_true` / `assert_false`, `assert_null` / `assert_not_null`,
`assert_signal_emitted`, and `assert_called` (spy). The full assertion table
is in [references/assertions.md](references/assertions.md).
### Inner classes (grouping)
Tests can be organised via inner classes:
```gdscript
extends GutTest
class TestAddItem:
extends GutTest
var _inv
func before_each():
_inv = preload("res://src/inventory.gd").new()
func test_increases_count_by_stack():
_inv.add_item("potion", 3)
assert_eq(_inv.count_of("potion"), 3)
func test_rejects_over_max_stack():
var ok = _inv.add_item("potion", 999)
assert_false(ok)
class TestRemoveItem:
extends GutTest
# …
```
Each inner class reports as its own grouping in the GUT panel.
### Parameterised tests
GUT supports parameterized tests via `params=[...]`:
```gdscript
extends GutTest
var damage_cases = [
[100, 25, 75],
[100, 100, 0],
[50, 60, 0], # clamps to zero, not negative
[100, 0, 100],
]
func test_apply_damage_table(params=use_parameters(damage_cases)):
var health = preload("res://src/health.gd").new()
health.initialize(params[0])
health.apply_damage(params[1])
assert_eq(health.current, params[2])
```
Each row in `damage_cases` becomes its own test case in the
report.
### Doubles, stubs, and spies
GUT provides doubling (full and partial), stubbing, and spies. Typical pattern:
```gdscript
extends GutTest
func test_save_calls_backend():
var backend_double = double("res://src/backend.gd").new()
stub(backend_double, "save").to_return(true)
var manager = preload("res://src/save_manager.gd").new()
manager.backend = backend_double
manager.save_game({"hp": 50})
assert_called(backend_double, "save", [{"hp": 50}])
```
`double(path)` produces a fake script; `stub(...).to_return(value)`
configures return values; `assert_called(...)` is the spy
assertion.
### Async / coroutine tests
GUT supports coroutines and `await` in tests - a `test_*` method can `await`
signals or timers and the runner waits before moving on:
```gdscript
extends GutTest
func test_async_load_completes():
var loader = preload("res://src/async_loader.gd").new()
loader.start_load("res://big_scene.tscn")
await get_tree().create_timer(0.5).timeout
assert_true(loader.is_done)
assert_not_null(loader.result)
```
## Running
### From the GUT editor panel
After enabling the plugin, the **GUT panel** appears in the bottom dock
(Editor → Bottom Panel → GUT) with normal and compact views. Click **Run All**
or right-click a script → **Run** to execute.
### From the command line
The command-line runner is invoked via `-d -s addons/gut/gut_cmdln.gd` plus
GUT-specific options:
```bash
godot \
--headless \
-d \
-s addons/gut/gut_cmdln.gd \
-gdir=res://test \
-gjunit_xml_file=artifacts/gut-junit.xml \
-gexit
```
`--headless` runs without a display window (required for CI) and `-d` runs in
debug mode so the runner script (`addons/gut/gut_cmdln.gd`) executes. The full
CLI flag table and the `.gutconfig.json` config schema are in
[references/cli.md](references/cli.md).
## Parsing results
Set `-gjunit_xml_file=…` to export **JUnit XML** - the recommended
CI-consumable output, in the standard schema that GitHub Actions test
reporters, the Jenkins JUnit plugin, and the GitLab CI test report widget
consume. GUT also tracks pre-test errors / orphan nodes / unhandled signals,
which surface in the panel and the report. The full XML shape is in
[references/ci.md](references/ci.md).
## CI integration
Run the headless CLI command in a CI job, upload the JUnit XML as an artifact,
and feed it to a JUnit-aware reporter. A complete GitHub Actions workflow
(Godot download, GUT run, artifact upload, `dorny/test-reporter`) is in
[references/ci.md](references/ci.md). For Godot 3.x projects, swap the engine
version and use GUT 7.x.
## Anti-patterns
| Anti-pattern | Why it fails | Fix |
|---|---|---|
| Forgetting `--headless` in CI | Godot tries to open a window; CI hangs / fails | Always `--headless` for CI runs |
| Forgetting `-gexit` | Godot stays open after the run; CI step never completes | Always `-gexit` for CI runs |
| Test scripts outside `extends GutTest` | Runner skips them silently | Every test script extends `GutTest` (or an inner class that does) |
| Test methods without `test_` prefix | Runner skips them silently | Methods must be prefixed `test_` |
| Using GUT 9 on Godot 3.x (or 7 on 4.x) | Plugin won't load | Match engine + GUT major-version per the compatibility table in this skill |
| Stubbing without a double | `stub(...)` requires a doubled object | Use `double("res://script.gd").new()` first |
| Async tests without `await` | Coroutine completes before assertion | `await` the signal / timer, then assert |
| Asserting `assert_eq` on floats | Floating-point inequality | Use `assert_almost_eq(a, b, tol)` |
| Skipping JUnit XML in CI | CI surfaces no per-test failure detail | Always emit `-gjunit_xml_file=…` and feed to a CI reporter |
| Tests that depend on autoload singletons | Cross-test contamination | Re-initialise / reset autoloads in `before_each` |
## Limitations
- **No official Godot test framework.** Unlike Unity (UTF) or
Unreal (Automation), Godot does not ship a first-party
GDScript test framework - GUT is community-maintained at
[github.com/bitwes/Gut](https://github.com/bitwes/Gut) (MIT
license). For platform-cert evidence trails, vendor / partner
reviewers may ask for the framework's provenance.
- **GDScript-only.** C# Godot projects should use .NET test
runners (xUnit / NUnit) - GUT is GDScript-first.
- **Godot version coupling.** Bumping the engine usually bumps GUT - match
the engine + GUT major version per the compatibility table in the Overview.
- **Doubles depend on script paths.** `double("res://path.gd")`
needs the script's `res://` path; doubling autoloads or engine
C++ classes is not supported directly.
- **No common exit-code definition for engine failures.** A
Godot crash mid-run gives exit 0 in some configurations - parse
the JUnit XML for `failures>0` as the source of truth.
- **GUT panel inside editor is the canonical UX.** Running tests
via `--headless` CI works but is slower per-test than the
in-editor panel because Godot starts fresh each run.
- **gut.readthedocs.io page churn.** Direct deep links (e.g., a
Configuration page) sometimes return 404 between releases -
the [project README on github.com](https://github.com/bitwes/Gut)
is the most stable entry point.
Files in this skill
- .tessl-plugin/plugin.json
- SKILL.md
- references/assertions.md
- references/ci.md
- references/cli.md
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