Export headless, check the build and run it
godot_export_runExport a Godot 4.7 preset headless and verify the result: compare the pack with what the game loads, then run the exported game to report runtime errors.
Instructions
Export a preset with Godot 4.7 headless and check the result instead of trusting it. mode pack (default; needs no templates), release or debug (need export templates), patch (only what changed: Godot's --export-patch against against base packs or the preset's patches, or cut from a full export by manifest, the base game's file list with md5, default godotwright.json baseFiles; it never ships an unchanged base file nor misses a changed one, and lists every file), or smoke (run an existing pck). Stops early on an unknown preset, a BOM in export_presets.cfg or missing templates; checks the file is there; compares the pack with what the game loads (missing files with their load chain, editor-only and test files shipped); runs the exported game headless for frames (default 120, 0 = none) and reports runtime errors with call chains. Writes to .godot/godotwright/export// unless out is given. An error result on any error.
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": "godot_export_run"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| out | No | output file inside the project (.pck for pack and patch) | |
| pck | No | smoke: the .pck or exported game to run | |
| mode | No | default pack | |
| path | No | project folder, or a file or folder inside it (relative to the server's folder; default: the current project) | |
| frames | No | frames to run the exported game (default 120, 0 = no run) | |
| preset | No | the preset (name or number); not needed for smoke | |
| against | No | patch: base .pck files in load order | |
| manifest | No | patch: lists of the base game's files (JSON with md5, or paths) | |
| timeout_seconds | No | timeout per Godot run (default 600) |