this post was submitted on 03 Aug 2025
15 points (100.0% liked)
Godot
6937 readers
32 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I've only spent a little bit of time on godot-rust myself, but from what I hear you have to use some sort of third-party library to help out. I've heard gd-rehearse might be what you're looking for, but never got it working myself (though I didn't try very hard).
I've resorted to mostly using gdscript, and in rust just making my structures normal rust structs which I can unit test, just adding thin wrappers which use
Gd<T>
which call into my standard tested rust code. As long as what you're testing doesn't touchGd<T>
it seems to be testable in the normal way without crashing, using#[test]
... but I admit it's not idealEdit: there's a godot-rust discord linked from their main docs page which is much more active than this place could be, you might get a better answer there