| name | visual-qa |
| description | Inspect Godot screenshots or short frame sequences for acceptance issues.
Use after capturing a scene, when checking camera framing, missing assets,
UI overlap, collision visualization, animation, or a black/empty viewport.
|
Godot Visual QA
Visual QA is evidence review, not a style contest. Compare the capture with the
task's acceptance criteria and report only issues that affect the requested
behavior, visibility, composition, or operation.
Capture first
Use the screenshot skill or the Godot MCP screenshot tool. Wait for the scene
to render before capturing. For motion, capture a reference frame followed by
several frames at a fixed interval so movement can be checked.
Review checklist
- The intended scene is running and the viewport is not black or empty.
- The camera shows the requested objects at a usable scale.
- Meshes, textures, lighting, and materials are present rather than placeholders
when the task requires them.
- Objects that should move or interact visibly change state between frames.
- UI text and controls fit their containers and do not overlap the scene.
- Collision shapes, bodies, and navigation behave consistently with the visual
geometry when debug overlays are enabled.
- Errors visible in the capture or reported by the runtime are recorded as
evidence, not guessed away.
Result format
Record a short result in the Loom task evidence or handoff:
Verdict: pass | warning | fail
Evidence: <capture paths>
Observed: <what the frames show>
Issues: <file and location, or none>
Use fail for an acceptance-blocking issue, warning for a non-blocking
defect, and pass only when the supplied criteria are visible in the capture.