test_run
Run GDScript test suites inside the connected Godot editor, discovering test files and returning results with failure details.
Instructions
Run GDScript test suites inside the connected Godot editor.
Discovers test_*.gd in res://tests/, instantiates them, and runs
all test_* methods. Returns a compact summary by default (counts,
suite names, duration) plus failures only. verbose=True includes
every individual test result (each with per-test duration_ms).
The whole run has a 300s budget; the plugin aborts between tests shortly before it expires and returns TEST_RUN_TIMEOUT with the partial summary (full partials via test_manage(op="results_get")). Long suites are safe — the editor services the MCP transport between tests — but one single test blocking the main thread for 20s+ can still drop the session. Not allowed inside batch_execute.
The response includes edited_scene (the scene currently open in
the editor). Many suites assume the project's main scene is open; if
it is not and there are failures, the response also carries a
scene_warning — open the main scene (scene_open) and re-run
before treating those failures as real.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| suite | No | Run only the named suite (e.g. "scene", "node", "editor"). Empty runs all suites. | |
| verbose | No | Include every individual test result. Default False. | |
| test_name | No | Run only tests whose name contains this substring. | |
| session_id | No | Optional Godot session to target. Empty = active session. | |
| exclude_test_name | No | Skip tests whose name contains this substring. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||