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Installation
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npx veilstrat add skill chen19007/my_skills --skill godot-web-e2e- SKILL.md1.8 KB
Overview
This skill provides a repeatable end-to-end testing workflow for Godot Web exports using Chrome DevTools and a local HTTP server. It helps verify gameplay behaviors in an actual Web build (HTML/JS/WASM) by driving inputs through DevTools and confirming outcomes from console logs or visible state changes. The process is project-agnostic: specify export preset names, paths, and ports for each project.
How this skill works
Export the Godot project as a Web build, serve the exported files via a simple HTTP server, and open the build in Chrome. Use Chrome DevTools to focus the game canvas, inject input events (key press/hold/release), and observe console logs or visual state to validate movement, actions, transitions, and respawn behavior. Stop the HTTP server after validation.
When to use it
- Validate player movement and physics in a Web export before deployment.
- Confirm input handling and action/block states in a browser environment.
- Check scene transitions, transports, and respawn behavior in Web builds.
- Run repeatable DevTools-driven tests as part of a pre-release checklist.
- Reproduce browser-specific bugs that do not appear in the editor.
Best practices
- Export with the correct Web export preset name from export_presets.cfg and keep paths consistent.
- Serve the export folder from the HTML/JS/WASM directory using python -m http.server to avoid file:// restrictions.
- Use DevTools to focus the canvas before sending inputs and use deterministic input sequences.
- Log clear, machine-parseable messages for movement, state changes, transitions, and respawn events.
- Validate at least one signal from each required category: movement, action/blocking, transport/transition, respawn.
- Stop any local HTTP server processes started for the test to free ports and avoid conflicts.
Example use cases
- Automated pre-release checklist: export game, run server, reproduce a fixed input sequence, confirm console signals.
- Bug verification: reproduce a reported browser-only input bug by simulating the same key timing in DevTools.
- Regression check: ensure a movement change did not break blocking or respawn logic after code changes.
- Cross-team validation: QA serves the build locally and records console evidence for development.
FAQ
No. This approach uses Chrome DevTools to inject inputs and console logs emitted by your game. Ensure your game emits clear logs for the required validation signals.
Can I automate the DevTools input sequence?
You can script DevTools via the DevTools Protocol, but the skill emphasizes using DevTools tools directly for reliable, repeatable checks. Avoid in-game auto input scripts or WebInputTest substitutes.