| name | godot-devtool-runtime-test |
| description | Use with godot-devtool for running Godot projects, runtime_ws game inspection, input simulation, screenshots, debug output, and run cleanup. |
| metadata | {"version":"3.2.1","mcp_server":"godot-devtool"} |
Godot Devtool Runtime Test
Load this when validating running-game behavior.
Start
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.
Runtime Proof Loop
Use a before/after state check:
run_project { "projectPath": "...", "headless": true }
- Poll
plugin_status until a runtime client is connected.
- Read state with
get_game_scene_tree, get_game_node_properties, or get_game_screenshot.
- Simulate input with
simulate_action, simulate_key, simulate_mouse_click, or simulate_sequence.
- Read the same state again and compare.
- Read
get_debug_output for errors.
- Stop with
stop_project or stop_run_instance.
For movement and gameplay, prefer simulate_action over raw keys when the project has InputMap actions.
Completion
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.