playcal_playtest
Repeats playtest observations to classify pass/fail/skip runs, distinguish flaky from consistent failures, and save results as PC0 events for calibration.
Instructions
run observe N times: a checklist of pass/fail/skip per run, red vs flaky (inconclusive), runs saved as PC0 events for calibrate
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "playcal_playtest"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| game | No | game name in the events (default game) | game |
| name | No | screenshot file name without .png (default observe) | observe |
| read | No | Editor read to diff before and during play (default "scene get_hierarchy") | scene get_hierarchy |
| level | No | level name in the events (default playtest) | playtest |
| limit | No | most diff entries to list (default 50) | |
| scene | No | godot only: scene to run instead of the main scene (res://...) | |
| shots | No | where the red-run screenshot goes, relative to the Unity project (default .playcal/observe) | .playcal/observe |
| engine | No | unity talks to the open Editor; godot runs the main scene headless (default unity) | unity |
| events | No | write the runs as PC0 events (JSONL) for report and calibrate | |
| expect | No | check on the read during play, same syntax as playcal loop --expect. Repeatable | |
| ignore | No | field to leave out of the diff, repeatable (default: instanceId, isDirty) | |
| repeat | No | run N times; some red and some green is inconclusive (exit 7), see playcal playtest | |
| no_play | No | don't touch Play Mode; diff two reads --seconds apart | |
| no_shot | No | never take a screenshot | |
| seconds | No | how long to let the game run before the second read (default 3) | |
| timeout | No | seconds to wait for a ready Editor (default 120) | |
| game_version | No | game_version in the events (default dev) | dev |
| project_path | No | Unity project folder (needed when several Editors are open), or the Godot project folder |