GdUnit4 - Unit Testing Framework
by NullPointer | MIT
An testing framework designed for testing GdScripts, C# scripts, and scenes in the Godot editor. With GdUnit4, you can easily create and run unit tests to verify the functionality and performance of your code, ensuring that it meets your requirements and
Features Core Testing Features Support for GDScript and C# Write and execute tests in both GDScript and C# Embedded Test Inspector Navigate your test suites directly within the Godot editor Test Discovery Automatically searches for tests at runtime and
Godot Doctor
by codevogel | MIT
A powerful validation plugin for Godot that catches errors before they reach runtime. Validate scenes, nodes, and resources using a declarative, test-driven approach, in either gdscript or C#. No @tool required
Godot Doctor 👨🏻‍⚕️🩺 A powerful validation plugin for Godot that catches errors before they reach runtime. Validate scenes, nodes, and resources using a declarative, test-driven approach, in either gdscript or C# . No @tool required! See Godot Doctor in
Godot CSV Export Check
by Karrden | MIT
Find raw CSV files that work in the editor but can disappear or change in an exported Godot build
Godot CSV Export Check is a local editor plugin that finds literal raw CSV paths that can work inside the editor but disappear or change in an exported build. Click Scan current project in the dock. The plugin reads GDScript source and reports missing CSV
Godot Save Shape Check
by Karrden | MIT
Compare released JSON save fixtures with the current save shape before shipping a Godot update
Godot Save Shape Check is a local editor plugin for comparing representative JSON saves from released builds with the current save shape before shipping an update. Choose one current fixture and one or more released fixtures in the Save Shape Check dock
Godai
by Snopek Games | MIT
Godot automation for you and your AI agent — via MCP, CLI or an in-editor chat panel
Godai provides Godot automation, including driving the Godot editor. The godai command lets you control Godot from the terminal or CI, and godai mcp exposes those same operations to an AI agent over the Model Context Protocol (MCP), so you can connect it
Swallowtail
by Regi Ellis | MIT
Automate Godot from your terminal, your scripts, and any tool you connect. Inspect and edit scenes, validate, play the game, send input, read state back, and debug against the editor you already have open. No agent, model, or AI account required
Swallowtail automates Godot from your terminal, your scripts, and any tool you connect. It works against the editor you already have open: inspect and edit scenes, validate scenes and scripts, play the game, send input, read state back, capture frames
Multi Launcher
by Husam Alani | MIT
Launch multiple resizable test instances of your Main Scene directly in editor sub-windows. Supports per-instance custom IP assignment for networking and one-click cleanup—no @tool scripts required on your game code
Multi Launcher is a lightweight editor dock plugin for Godot 4 designed to make local multiplayer and multi-client testing fast, simple, and reliable. It automatically loads your project's configured Main Scene and spawns multiple standalone, fully
DG Performance Benchmarker C#
by David Gould | Apache 2.0
A powerful benchmarking tool for Godot and C# .NET native development. Designed for precise performance testing, it measures execution speed in CPU ticks for maximum accuracy. Features: Seamless integration with Godot, functioning as a plugin. Standalone
DGPerformanceBenchmarker A powerful benchmarking tool for Godot and C# .NET native development. Designed for precise performance testing, it measures execution speed in CPUÂ ticks for maximum accuracy. Features: Seamless integration with Godot, functioning
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