| name | godot-qa-release |
| description | Verify and release Godot games. Combines playtest QA, mobile/responsive checks, export builds, export verification, export presets and feature tags, debug overlay gating, export size/asset review, screenshots, packaged viewport-pixel inspection, SCRIPT ERROR/ERROR scraping, and release risk reports. |
Godot QA Release
Godot Reference Links
Targets Godot 4.6.x (latest stable 4.6.3, June 2026). These links use /en/stable/, so they always resolve to the current stable docs — fetch them for up-to-date export and command-line details rather than relying on memory.
Purpose
Prove the game works as a player encounters it, then prepare a shippable Godot export with known risks.
QA Workflow
Load references/qa-release-checklists.md as the first action before broad QA, mobile verification, bug reporting, export verification, host base-path checks, or release preparation. Track it in a reference ledger with yes/no, path, and failure reason. Do not mark QA/release complete while this reference is skipped for QA or release work.
Load references/checklists/visual-verification.md for screenshot/viewport verification, references/checklists/playtest-qa.md for player-loop QA, and references/checklists/release.md for export/release checks. Load references/prompt-templates.md only when the user asks for reusable QA/release prompts or a task template.
- Confirm Godot and export templates are installed if needed.
- Run a script/parse check:
godot --headless --import then a bounded run (--quit-after N) to surface runtime errors.
- Run the project:
godot --path ..
- Capture the rendered window/viewport target (desktop and
--mobile).
- Scrape
SCRIPT ERROR / ERROR: lines from stdout/stderr.
- Verify nonblank viewport pixels via the packaged inspector.
- Capture desktop and mobile screenshots.
- Trigger main input, objective progression, fail/retry, and recent risky paths.
- Check HUD text fit, safe areas, touch targets, content-scale/responsive layout.
- If audio changed, verify user-gesture unlock (Web), SFX triggers, ambience loop start/stop, pause/restart cleanup, bus mute/volume behavior, and stream load errors.
- Record artifacts and issues.
Packaged Viewport Inspector
Use the bundled inspector to drive the scaffold's QA harness when the target project includes tools/qa_capture.gd (generated projects do):
python3 <this-skill-dir>/scripts/inspect_godot_viewport.py --project . --out artifacts/qa
For mobile viewport capture, add --mobile. The wrapper launches the project with -- --qa, drives tools/qa_capture.gd (warmup → viewport screenshot → nonblank-pixel analysis → JSON report → exit code), scrapes SCRIPT ERROR / ERROR: from engine output, and exits non-zero on a blank viewport or any error. PNG capture needs a real GPU/display; a pure --headless run uses the dummy renderer and reports a blank viewport.
You can also drive the harness directly without the wrapper:
godot --path . -- --qa --out "$PWD/artifacts/qa" --warmup 60 [--mobile]
Generated games from the packaged scaffold include tools/qa_capture.gd and the QaCapture autoload that activates on the --qa flag.
Release Workflow
- Inspect
project.godot, export_presets.cfg, export paths, and res:// asset references.
- Gate debug overlays/logging/test helpers (the scaffold's F3 /
-- --debug).
- Run an export-release build:
godot --headless --export-release "<Preset>" <output> (Web/HTML5 preset for browser targets).
- Verify the exported output desktop/mobile (run the binary, or serve the Web export and open it).
- Review export size and large assets.
- Document deploy command, host assumptions, feature-tag/renderer choices, and residual risks.
Final Response
Lead with pass/fail. Include the reference ledger, QA matrix/checklist result, commands, run target, controls, screenshots/artifacts, issues found/fixed, deployment notes, and risks.