Build / Test / CI Command Reference¶
Use this page when you already know you need a build, test, or CI command. For the main build walkthrough, start with Build from Source.
Build¶
- Base editor builds: use the canonical Build from Source page.
- First visible result after a successful build: use First Run.
For test-enabled editor builds:
scons platform=<platform> target=editor dev_build=yes tests=yes -j<jobs>
Binary naming:
dev_build=yesadds a.devsegment to the output binary name. For example, Windows producesbin/godot.windows.editor.dev.x86_64.exe(notbin/godot.windows.editor.x86_64.exe).
Test Runners¶
- Baseline QA:
python3 tests/ci/run_baseline_qa.py --godot <module-built-binary>- Module checks/tests:
python3 tests/ci/run_module_tests.py --guard-onlypython3 tests/ci/run_module_tests.py --godot-binary <module-built-binary>- Runtime validation:
python3 tests/runtime/run_runtime_validation.py --godot-binary <module-built-binary> --gd-mode headless- Benchmark suite:
python3 tests/runtime/run_benchmark.py --godot-binary <module-built-binary> --profile everything
CI Source of Truth¶
Common Failure Modes¶
- Wrong binary (stock Godot instead of module-enabled build)
- Missing toolchain dependencies (
scons, shader compiler toolchain) - Build path mismatch (for example using a stale editor outside this fork's
bin/output)
Use recurring fixes: