| name | headless-build |
| description | Compile-check a Godot project using headless mode.
Use after writing or modifying any GDScript or C# code to verify it compiles.
Triggers: after code changes, before running tests, when build errors need diagnosis.
Also use this when the user says "check if it compiles", "build check", "does this parse",
or after any file creation/modification that could break compilation.
|
Headless Build
Compile-check a Godot project. Fastest feedback loop: "did my code parse?"
Run
python tools/agent_runtime.py godot_path
Then substitute the printed value for <godot_path>:
"<godot_path>" --headless --quit 2>&1
Run from the project root (where project.godot lives). Should exit within 30 seconds.
If it hangs, an autoload may block in _ready() — kill and report.
Filter output
Godot's output mixes script errors with engine noise. Only script errors matter.
Ignore these (engine internals, always present in headless mode):
Condition "..." is true with .cpp source location — engine C++ assertion
ObjectDB instances leaked at exit — no cleanup in headless
N resources still in use at exit — same cause
Screen index N is invalid — no display in headless
Rule: if the at: line references a .cpp file, skip it.
These ARE script errors (report them):
SCRIPT ERROR: with res:// path — GDScript parse/load failure
Failed to load script "res://..." — missing or broken script
error CS — C# build error (from dotnet build)
Failed to load resource "res://..." — missing dependency
Report
- No script errors → PASS
- Script errors found → FAIL, list each with file, line, message
- Don't auto-fix. Report only.
- Ignore
WARNING: lines and application log output.