Can Claude Sonnet 5.5 write working Godot 4 code? 15 of 15 on the first try

By Eduardo Orellana · Updated

Claude Sonnet 5.5 passed 15 of 15 Godot 4 tasks on the first try and 15 of 15 after one fix with the test's output, each run headless on Godot 4.7.2. It missed none.

Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second.

Measured by Flockbay: the same tasks, the same checks, one fix allowed with the test output.

Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second., checked 6 October 2026
ModelFirst tryAfter one fixAgentRun onRead from
Claude Opus 5.515 of 1515 of 15Claude Code2026-10-06Claude Opus 5.5 results
Claude Sonnet 5.515 of 1515 of 15Claude Code2026-10-06Claude Sonnet 5.5 results
GPT-6.1 Sol15 of 1515 of 15Codex2026-10-06GPT-6.1 Sol results
Claude Haiku 4.511 of 1514 of 15Claude Code2026-10-06Claude Haiku 4.5 results

How the test works

Each task asks for one GDScript file with a stated API, in a fresh Godot project. Claude Sonnet 5.5 ran as a coding agent (Claude Code, headless, allowed to read and write files and nothing else). A check scene then loaded the file and drove it on Godot 4.7.2, headless, at a fixed 60 frames per second: it pressed input actions, stepped physics, waited on timers and signals, and compared the results.

When a task failed, the model got the check's output once and could fix its file. Every task touches an API that changed between Godot 3 and Godot 4, or was added since: move_and_slide and is_on_floor, FileAccess and JSON, signals, tweens, Timer nodes, PackedScene, TileMapLayer, ray queries, AStarGrid2D, AnimationLibrary, and lambdas, which capture local variables by value.

The checks themselves are tested first: each passes on a reference answer and fails on an empty script. Run on 2026-10-06.

Move a CharacterBody2D with an input action: pass

The task: Write res://player.gd for Godot 4: a script for a CharacterBody2D that moves right at 200 pixels per second while the input action "ui_right" is held, and stands still otherwise.

Passed on the first try.

extends CharacterBody2D

const SPEED := 200.0


func _physics_process(_delta: float) -> void:
	if Input.is_action_pressed("ui_right"):
		velocity.x = SPEED
	else:
		velocity.x = 0.0
	velocity.y = 0.0
	move_and_slide()

Fall with gravity and land on the floor: pass

The task: Write res://ball.gd for Godot 4: a script for a CharacterBody2D that falls with a gravity of 980 pixels per second squared and stops when it lands on the floor. The scene gives it its collision shape.

Passed on the first try.

extends CharacterBody2D

const GRAVITY := 980.0


func _physics_process(delta: float) -> void:
	if not is_on_floor():
		velocity.y += GRAVITY * delta
	else:
		velocity.y = 0.0
	move_and_slide()

A score label: pass

The task: Write res://score_label.gd for Godot 4: a script for a Label that shows "Score: 0" when it enters the scene, and has a method add(points: int) that adds to the score and updates the text to "Score: <total>".

Passed on the first try.

extends Label

var score: int = 0


func _ready() -> void:
	_update_text()


func add(points: int) -> void:
	score += points
	_update_text()


func _update_text() -> void:
	text = "Score: %d" % score

Save and load a dictionary as JSON: pass

The task: Write res://save_game.gd for Godot 4: a script extending RefCounted with two static functions: save_data(data: Dictionary, path: String) -> void writes the dictionary to the file as JSON, and load_data(path: String) -> Dictionary reads it back.

Passed on the first try.

extends RefCounted


static func save_data(data: Dictionary, path: String) -> void:
	var file := FileAccess.open(path, FileAccess.WRITE)
	if file == null:
		push_error("save_data: cannot open '%s' for writing (error %d)" % [path, FileAccess.get_open_error()])
		return
	file.store_string(JSON.stringify(data))
	file.close()


static func load_data(path: String) -> Dictionary:
	if not FileAccess.file_exists(path):
		return {}
	var file := FileAccess.open(path, FileAccess.READ)
	if file == null:
		push_error("load_data: cannot open '%s' for reading (error %d)" % [path, FileAccess.get_open_error()])
		return {}
	var text := file.get_as_text()
	file.close()
	var parsed: Variant = JSON.parse_string(text)
	if parsed is Dictionary:
		return parsed
	return {}

Health with signals: pass

The task: Write res://health.gd for Godot 4: a script extending Node with health starting at 100, a signal health_changed(old_value: int, new_value: int), a signal died, and a method take_damage(amount: int) that lowers health without going below 0, emits health_changed when health changes, and emits died once, when health reaches 0.

Passed on the first try.

extends Node

signal health_changed(old_value: int, new_value: int)
signal died

var health: int = 100


func take_damage(amount: int) -> void:
	if health <= 0 or amount <= 0:
		return
	var old_value := health
	health = maxi(health - amount, 0)
	health_changed.emit(old_value, health)
	if health == 0:
		died.emit()

Fade out with a tween: pass

The task: Write res://fader.gd for Godot 4: a script extending Node2D with a method fade_out(duration: float) that fades the node's modulate alpha from 1 to 0 over duration seconds with a tween, and a signal faded emitted when the fade ends.

Passed on the first try.

extends Node2D

signal faded

var _tween: Tween


func fade_out(duration: float) -> void:
	if _tween and _tween.is_valid():
		_tween.kill()
	modulate.a = 1.0
	_tween = create_tween()
	_tween.tween_property(self, "modulate:a", 0.0, duration)
	_tween.finished.connect(_on_tween_finished)


func _on_tween_finished() -> void:
	faded.emit()

Spawn on a timer, then stop: pass

The task: Write res://spawner.gd for Godot 4: a script extending Node that, once in the scene, adds a new child Node2D every 0.25 seconds, using a Timer, and stops after 4 children. It keeps the number spawned in a variable spawned_count.

Passed on the first try.

extends Node

const MAX_CHILDREN := 4

var spawned_count := 0

var _timer: Timer


func _ready() -> void:
	_timer = Timer.new()
	_timer.wait_time = 0.25
	_timer.one_shot = false
	_timer.timeout.connect(_on_timer_timeout)
	add_child(_timer)
	_timer.start()


func _on_timer_timeout() -> void:
	if spawned_count >= MAX_CHILDREN:
		_timer.stop()
		return
	add_child(Node2D.new())
	spawned_count += 1
	if spawned_count >= MAX_CHILDREN:
		_timer.stop()

A door with states: pass

The task: Write res://door.gd for Godot 4: a script extending Node for a door with the states CLOSED, OPENING and OPEN. It starts CLOSED. A method interact() starts opening a closed door; 0.5 seconds of game time later it is OPEN. A method get_state_name() -> String returns "CLOSED", "OPENING" or "OPEN".

Passed on the first try.

extends Node

enum State { CLOSED, OPENING, OPEN }

const OPEN_DURATION := 0.5

var _state: State = State.CLOSED
var _elapsed := 0.0


func interact() -> void:
	if _state == State.CLOSED:
		_state = State.OPENING
		_elapsed = 0.0


func get_state_name() -> String:
	match _state:
		State.OPENING:
			return "OPENING"
		State.OPEN:
			return "OPEN"
	return "CLOSED"


func _process(delta: float) -> void:
	if _state == State.OPENING:
		_elapsed += delta
		if _elapsed >= OPEN_DURATION:
			_state = State.OPEN

An inventory with counts: pass

The task: Write res://inventory.gd for Godot 4: a script extending RefCounted with add_item(item_name: String, count: int), remove_item(item_name: String, count: int) -> bool that removes only when there are enough and returns whether it did, and get_count(item_name: String) -> int that is 0 for an item never added.

Passed on the first try.

extends RefCounted

var _items: Dictionary = {}


func add_item(item_name: String, count: int) -> void:
	if count <= 0:
		return
	_items[item_name] = get_count(item_name) + count


func remove_item(item_name: String, count: int) -> bool:
	if count < 0 or get_count(item_name) < count:
		return false
	var remaining: int = get_count(item_name) - count
	if remaining == 0:
		_items.erase(item_name)
	else:
		_items[item_name] = remaining
	return true


func get_count(item_name: String) -> int:
	return _items.get(item_name, 0)

Load a level scene from a path: pass

The task: Write res://level_loader.gd for Godot 4: a script extending Node with a method load_level(path: String) -> Node that loads the scene file at path, creates an instance of it, adds it as a child, and returns it.

Passed on the first try.

extends Node


func load_level(path: String) -> Node:
	var scene := load(path) as PackedScene
	if scene == null:
		push_error("Could not load level scene: %s" % path)
		return null
	var level := scene.instantiate()
	add_child(level)
	return level

Paint cells on a TileMapLayer: pass

The task: Write res://grid_painter.gd for Godot 4.7: a script extending TileMapLayer with paint_row(y: int, from_x: int, to_x: int) that sets the cells from (from_x, y) to (to_x, y) inclusive to tile source 0, atlas coordinates (0, 0), and is_painted(cell: Vector2i) -> bool that says whether a cell has a tile.

Passed on the first try.

extends TileMapLayer


func paint_row(y: int, from_x: int, to_x: int) -> void:
	for x in range(mini(from_x, to_x), maxi(from_x, to_x) + 1):
		set_cell(Vector2i(x, y), 0, Vector2i(0, 0))


func is_painted(cell: Vector2i) -> bool:
	return get_cell_source_id(cell) != -1

Cast a physics ray: pass

The task: Write res://line_of_sight.gd for Godot 4: a script extending Node2D with first_hit(from: Vector2, to: Vector2) -> Vector2 that casts a physics ray through the 2D world from `from` to `to` and returns the point where it first hits a collider, or `to` when it hits nothing. It is called from physics processing.

Passed on the first try.

extends Node2D


func first_hit(from: Vector2, to: Vector2) -> Vector2:
	var space_state := get_world_2d().direct_space_state
	var query := PhysicsRayQueryParameters2D.create(from, to)
	var result := space_state.intersect_ray(query)
	if result.is_empty():
		return to
	return result.position

A path on a grid around walls: pass

The task: Write res://path_finder.gd for Godot 4: a script extending RefCounted with find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i] that returns the shortest path of grid cells from `from` to `to`, both included, on a grid of `size` cells, never entering a wall cell and moving only up, down, left or right.

Passed on the first try.

extends RefCounted


func find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i]:
	var result: Array[Vector2i] = []
	if not _in_bounds(size, from) or not _in_bounds(size, to):
		return result

	var blocked := {}
	for w in walls:
		blocked[w] = true
	if blocked.has(from) or blocked.has(to):
		return result

	var came_from := {from: from}
	var queue: Array[Vector2i] = [from]
	var head := 0
	var dirs: Array[Vector2i] = [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT]

	while head < queue.size():
		var current: Vector2i = queue[head]
		head += 1
		if current == to:
			break
		for d in dirs:
			var next: Vector2i = current + d
			if not _in_bounds(size, next) or blocked.has(next) or came_from.has(next):
				continue
			came_from[next] = current
			queue.append(next)

	if not came_from.has(to):
		return result

	var cell := to
	result.append(cell)
	while cell != from:
		cell = came_from[cell]
		result.append(cell)
	result.reverse()
	return result


func _in_bounds(size: Vector2i, cell: Vector2i) -> bool:
	return cell.x >= 0 and cell.y >= 0 and cell.x < size.x and cell.y < size.y

Build and play an animation in code: pass

The task: Write res://blinker.gd for Godot 4: a script extending Node2D that, when it enters the scene, creates an AnimationPlayer child and a looping animation named "blink", 1 second long, that keeps the node visible for the first half of each second and hidden for the second half, and plays it.

Passed on the first try.

extends Node2D


func _enter_tree() -> void:
	var player := AnimationPlayer.new()
	player.name = "AnimationPlayer"
	add_child(player)

	var anim := Animation.new()
	anim.length = 1.0
	anim.loop_mode = Animation.LOOP_LINEAR

	var track := anim.add_track(Animation.TYPE_VALUE)
	anim.track_set_path(track, NodePath(".:visible"))
	anim.track_set_interpolation_type(track, Animation.INTERPOLATION_NEAREST)
	anim.value_track_set_update_mode(track, Animation.UPDATE_DISCRETE)
	anim.track_insert_key(track, 0.0, true)
	anim.track_insert_key(track, 0.5, false)

	var library := AnimationLibrary.new()
	library.add_animation("blink", anim)
	player.add_animation_library("", library)

	player.play("blink")

Wait for a signal or a timeout: pass

The task: Write res://waiter.gd for Godot 4: a script extending Node with wait_for(sig: Signal, seconds: float) -> bool, a coroutine that waits until the signal is emitted or `seconds` of game time pass, whichever comes first, and returns true if the signal came first. The signal has no arguments.

Passed on the first try.

extends Node


class _Waiter extends RefCounted:
	signal finished(result: bool)
	var done := false

	func on_signal() -> void:
		_finish(true)

	func on_timeout() -> void:
		_finish(false)

	func _finish(result: bool) -> void:
		if done:
			return
		done = true
		finished.emit(result)


## Waits until `sig` is emitted or `seconds` of game time pass, whichever comes first.
## Returns true if the signal came first, false on timeout.
func wait_for(sig: Signal, seconds: float) -> bool:
	var waiter := _Waiter.new()
	var timer := get_tree().create_timer(seconds)
	sig.connect(waiter.on_signal)
	timer.timeout.connect(waiter.on_timeout)

	var result: bool = await waiter.finished

	if sig.is_connected(waiter.on_signal):
		sig.disconnect(waiter.on_signal)
	if timer.timeout.is_connected(waiter.on_timeout):
		timer.timeout.disconnect(waiter.on_timeout)
	return result

Questions

Is Claude Sonnet 5.5 good at Godot?
On these 15 tasks it passed 15 on the first try and 15 after one fix. Each task is small and checked by running it, so the score says whether its Godot 4 code works, not how well it designs a game.