Godot

BIGGI supports Godot 4 projects with engine-aware agents and Game Loop operations. It uses a resident editor bridge when one is available and falls back to spawning Godot for operations that have an honest fallback.

Before you start

  1. Open the directory containing project.godot in VS Code.
  2. Install Godot 4 and make its executable available on your system path.
  3. Open the project in Godot for live-editor operations.
  4. Select Gameplay, Game Architect, Tech Art, Perf, Debug, or Code in BIGGI.

For a nonstandard installation, configure the Godot executable through the project Game Loop settings.

What BIGGI can do

  • Inspect .tscn scenes and live scene state
  • Run or stop the project
  • Read captured game output
  • Run GDScript or C# project tests
  • Capture editor or game screenshots when a display is available
  • Execute structured playtest scenarios
  • Profile supported runtime behavior
  • Build or validate the project
  • Perform selected structured scene and asset-reference edits

When the resident bridge is active, BIGGI can also use the current edited scene and coordinate compatible play or debugger operations without launching a second editor.

Ask for verification

Use the Gameplay agent. Fix the dash so it cannot restart while the character is already dashing. Inspect the current scene and script first, make the smallest change, then run a focused Godot playtest and show the console or runtime evidence.

For C#:

Use the Debug agent. Reproduce the current Godot C# compile failure, fix only the first root error, run the build again, and summarize the diagnostics.

C# projects

Godot C# projects need:

  • A .NET-enabled Godot editor
  • A compatible .NET SDK
  • A valid solution or project file

BIGGI reports missing SDKs, a standard Godot editor used for a C# project, and compiler failures separately.

Resident bridge behavior

The bridge listens only on the local machine and uses a generated port and token. BIGGI manages compatible bridge files and reconnects when the editor generation changes.

If no compatible bridge is active, run, test, console, screenshot, and other supported operations may use a spawned process. Live-only features report a capability gap.

When an operation is unavailable

  • Open or restart the Godot editor after a bridge change.
  • Confirm the project has no parse or compile errors.
  • Confirm the correct Godot executable and .NET variant.
  • Use a displayed editor for viewport capture.
  • Fall back to tests, console output, static scene inspection, or a manual playthrough when deeper debugger data is unavailable.