running-headless-godot
Installation
SKILL.md
Rules for making headless Godot (4.2+) development reproducible, avoiding drift and environment-specific failures.
Scope:
- Godot 4.2+ (Godot 3.x is out of scope)
Required rules (highest priority):
- Always use
--headless --path <PROJECT_DIR>(removescwddependency) - Always capture logs under the project. Use
2>&1 | tee <PROJECT_DIR>/logs/<name>.logfor commands that terminate themselves, and capture Godot's status from${PIPESTATUS[0]}. Whentimeoutis the only termination mechanism, redirect directly with> <PROJECT_DIR>/logs/<name>.log 2>&1and capturetimeout's status explicitly; do not pipe that run throughtee. - Always set project-local
XDG_DATA_HOME,XDG_CONFIG_HOME, andXDG_CACHE_HOMEfor any scripted Godot run. Set all three together — Godot writes to all three categories, and partial redirection still hits the unwritable default for the unset ones. Required to avoid CI/sandbox write failures (Can't open file for writing: ~/.config/godot/...); harmless on a developer machine because the only effect is that per-project metadata/cache live under<PROJECT_DIR>/.godot-xdg/instead of the user's globals. Add.godot-xdg/to.gitignore.- These
exports affect every process started from the same shell, not justgodot. If the same shell session also runs non-Godot tooling that honors XDG vars (e.g. a Node/Playwright browser-automation step for web-export testing), that tooling's own cache/data lookup silently moves under<PROJECT_DIR>/.godot-xdg/too and can fail to find things it installed elsewhere (observed: Playwright reporting a missing browser executable). Export these three vars only in the specific command/subshell that invokesgodot, or explicitly unset/restore them before running unrelated tools in the same shell.
- These
- Never edit
.tscnas raw text (edits must go through--headless --script) - For repeated validation commands, standardize them as
tools/*.sh; after manual tweaks, re-run via the same scripts - If
res://tools/godot_apply_patch.gdis missing, copytools/godot_apply_patch.gd, resolved relative to this loadedSKILL.md, to<PROJECT_DIR>/tools/godot_apply_patch.gdbefore running patch commands - Keep startup smoke and logic tests separate: smoke starts
run/main_scene;run_tests.gdholds project-specific logic checks