WebSocket bridge for headless / scripted control of Godot scenes.
Project description
godot-cli-control
WebSocket bridge for headless / scripted control of Godot 4 scenes — Python client + CLI.
Install
pipx install godot-cli-control
# or, for unreleased main:
pipx install "git+https://github.com/ClaymanTwinkle/godot-cli-control.git"
The wheel ships the Godot plugin source so the init command can drop it into your project.
Requires Python ≥ 3.10.
One-shot setup of a Godot project
cd path/to/your_godot_project
godot-cli-control init # copies plugin, patches project.godot, detects Godot binary
godot-cli-control daemon start
godot-cli-control tree 3
godot-cli-control daemon stop
Re-running init refreshes both addons/godot_cli_control/ and the SKILL.md files to match the installed CLI version (the plugin directory is wiped and re-copied; project.godot patching stays idempotent). Pass --keep-addon to keep an existing addons/godot_cli_control/ untouched.
init also writes .claude/skills/godot-cli-control/SKILL.md and .codex/skills/godot-cli-control/SKILL.md so AI agents working in your Godot project can pick up this CLI surface automatically. Use --no-skills to skip, or --skills-only to refresh just those files after a CLI upgrade. See the top-level README for details.
Async API
import asyncio
from godot_cli_control import GameClient
async def main():
# Omitting port lets GameClient auto-discover from .cli_control/port (written by daemon start)
async with GameClient() as client:
tree = await client.get_scene_tree(depth=3)
await client.click("/root/MyScene/Button")
await client.action_press("jump")
await client.wait_game_time(0.5)
await client.action_release("jump")
png_bytes = await client.screenshot()
open("frame.png", "wb").write(png_bytes)
asyncio.run(main())
Sync API (for scripts and tests)
# script.py
def run(bridge):
bridge.click("/root/MyScene/StartButton")
bridge.wait(2)
bridge.tap("attack")
godot-cli-control run script.py --headless # auto-starts and stops the daemon
pytest fixtures
pip install "godot-cli-control[pytest]"
The package ships a pytest plugin (auto-loaded via pytest11 entry-point):
# tests/test_jump.py — no fixture boilerplate needed
def test_jump(godot_daemon, bridge):
bridge.click("/root/Game/Start")
bridge.tap("jump")
assert bridge.get_property("/root/Player", "on_floor") is False
-
godot_daemon(session-scoped) starts headless Godot once and stops it after all tests; if a daemon is already running it's reused (and not stopped at teardown — keeps your IDE workflow alive). -
bridge(function-scoped) gives a freshGameBridge; on teardown it best-effort restores global engine state —unpause(),time_scaleback to its setup-time snapshot,release_all()— so ahold/pause/speed-up left behind by one case can't bleed into the next, then closes the connection. -
fresh_scene(function-scoped, opt-in) callsscene_reload()at setup so the case starts on a pristine scene. Node references cached before the reload are invalid afterwards. -
no_push_errors(function-scoped, opt-in) records anerrorsmarker at setup and fails the case if any newpush_errorwas emitted during it (warnings don't fail). Requires Godot 4.5+ (Logger API) — older engines raiseRpcError1012 at setup, loudly. -
godot_instances(scope configurable, default function) is a multi-instance factory for multiplayer e2e — start a named server and clients inside one test and get connectedGameBridgeobjects back; teardown stops everything the fixture started (and only that):def test_join(godot_instances): server = godot_instances.start("server") client = godot_instances.start("client1")
start(name)is idempotent get-or-start (headless/time_scalefollow the global options, overridable per call;portalways defaults to 0 = OS-assigned);stop(name)stops one instance mid-test (restartable);daemon(name)exposes the underlyingDaemon.--godot-cli-instances-scope sessionshares one set of instances across the whole suite (faster, no state isolation between tests). -
On a test failure (non-headless daemon only) a best-effort screenshot is saved to
.cli_control/failures/<nodeid>.pngand the path is attached to the pytest report.
CLI options:
--godot-cli-port=N # GameBridge port (default: read from .cli_control/port)
--godot-cli-no-headless # open a real Godot window
--godot-cli-project-root=DIR # default: pytest rootdir
--godot-cli-time-scale=X # Engine.time_scale applied at daemon startup (e.g. 5 to speed up the suite)
--godot-cli-instances-scope=function|session # godot_instances fixture scope (default: function)
CLI
The CLI is the canonical surface — every GameClient method has a one-line equivalent. Default output is a JSON envelope (--text for legacy strings).
# Lifecycle
godot-cli-control init [--path DIR] [--keep-addon]
godot-cli-control daemon start [--headless | --gui] [--port N --idle-timeout 30m]
godot-cli-control daemon start --record --movie-path X [--fps N] # 录制需真实渲染器,不能与 --headless 同用
godot-cli-control daemon stop [--all | --project PATH]
godot-cli-control daemon status
godot-cli-control daemon ls # list running daemons across all projects
godot-cli-control daemon logs [--tail N] # last N lines of .cli_control/godot.log (works post-mortem)
godot-cli-control run <script.py> [--headless ...]
# Read
godot-cli-control tree [depth]
godot-cli-control get <node_path> <prop> [prop2 ...] # multi-prop = atomic same-frame read
godot-cli-control text <node_path>
godot-cli-control exists <node_path> # exit 0=true, 1=false, 2=infra
godot-cli-control visible <node_path> # exit 0=true, 1=false, 2=infra
godot-cli-control children <node_path> [type-filter]
godot-cli-control pressed
godot-cli-control actions [--all]
godot-cli-control sprite-info <node_path> # Sprite2D/AnimatedSprite2D/TextureRect render state in one call
godot-cli-control errors [--since MARKER] [--limit N] # structured push_error/push_warning log (Godot 4.5+)
# Write / call
godot-cli-control set <node_path> <prop> <json-value>
godot-cli-control call <node_path> <method> [json-args...]
godot-cli-control click <node_path>
# Input
godot-cli-control press|release <action>
godot-cli-control tap <action> [duration]
godot-cli-control hold <action> <duration>
godot-cli-control combo --steps-json '[...]' # or `combo file.json` / `combo -` (stdin)
godot-cli-control combo-cancel
godot-cli-control release-all
# Wait (exit 0=hit, 1=timeout)
godot-cli-control wait-node <node_path> [timeout]
godot-cli-control wait-prop <node_path> <prop> <value> [--op gt|lt|ge|le|ne] [--timeout S] [--tolerance T]
godot-cli-control wait-signal <node_path> <signal> [timeout] # arm BEFORE triggering the action
godot-cli-control wait-frames <n> [--physics]
godot-cli-control wait-time <seconds> # game time — scales with time-scale
# Scene isolation
godot-cli-control scene-reload [--timeout S] # reload current scene, block until ready
godot-cli-control scene-change <res://path.tscn> # switch scene, block until ready
# Time control
godot-cli-control time-scale [value] # read (no arg) or set Engine.time_scale, (0, 100]
godot-cli-control pause | unpause
godot-cli-control step-frames <n> [--physics] # deterministic stepping while paused
# Render (path is required as of 0.2.0)
godot-cli-control screenshot <output.png> [--node <node_path>] # --node crops to that node's screen rect
Output contract
- success:
{"ok": true, "result": <data>}on stdout, exit 0 - error:
{"ok": false, "error": {"code": N, "message": "..."}}on stdout, exit 1 (RPC), 2 (connection / infra), or 64 (usage) --text/--no-jsonswitches back to the legacy human-readable strings; errors then go to stderr.
exists / visible and the wait-* commands propagate their boolean / hit-or-timeout result to the exit code, so shell if works:
if godot-cli-control exists /root/Main/Boss; then
godot-cli-control click /root/Main/Boss
fi
The port is read from .cli_control/port if you don't pass --port, so RPC calls just work after daemon start.
Testing
# Python unit tests + coverage (fails if below 80%)
pip install -e ".[test]"
coverage run -m pytest python/tests/
coverage report
# GUT tests for the Godot plugin (needs GODOT_BIN env var)
# bash (Linux/macOS):
GODOT_BIN=/path/to/godot ./addons/godot_cli_control/tests/run_gut.sh
# cross-platform (Linux/macOS/Windows) — what CI runs:
GODOT_BIN=/path/to/godot python addons/godot_cli_control/tests/run_gut.py
Documentation
See the Godot plugin README for the full RPC reference, activation modes, security model, and known limitations.
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