test_run
Run GDScript test suites in the connected Godot editor. Discovers test_*.gd files, executes all test_* methods, and returns pass/fail summaries with failures highlighted.
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 | |||