Can GPT-6.1 Sol write working Godot 4 code? 15 of 15 on the first try
By Eduardo Orellana · Updated
GPT-6.1 Sol 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.
| Model | First try | After one fix | Agent | Run on | Read from |
|---|---|---|---|---|---|
| Claude Opus 5.5 | 15 of 15 | 15 of 15 | Claude Code | 2026-10-06 | Claude Opus 5.5 results |
| Claude Sonnet 5.5 | 15 of 15 | 15 of 15 | Claude Code | 2026-10-06 | Claude Sonnet 5.5 results |
| GPT-6.1 Sol | 15 of 15 | 15 of 15 | Codex | 2026-10-06 | GPT-6.1 Sol results |
| Claude Haiku 4.5 | 11 of 15 | 14 of 15 | Claude Code | 2026-10-06 | Claude Haiku 4.5 results |
How the test works
Each task asks for one GDScript file with a stated API, in a fresh Godot project. GPT-6.1 Sol ran as a coding agent (Codex, 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
func _physics_process(_delta: float) -> void:
velocity = Vector2(200.0, 0.0) if Input.is_action_pressed("ui_right") else Vector2.ZERO
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: float = 980.0
func _physics_process(delta: float) -> void:
if is_on_floor():
velocity.y = 0.0
else:
velocity.y += GRAVITY * delta
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:
text = "Score: %d" % score
func add(points: int) -> void:
score += points
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("Failed to open file for saving: %s" % path)
return
file.store_string(JSON.stringify(data))
file.close()
static func load_data(path: String) -> Dictionary:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("Failed to open file for loading: %s" % path)
return {}
var contents := file.get_as_text()
file.close()
var json := JSON.new()
if json.parse(contents) != OK:
push_error("Failed to parse JSON in file: %s" % path)
return {}
if not (json.data is Dictionary):
push_error("JSON in file is not a Dictionary: %s" % path)
return {}
return json.data
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
var _has_died: bool = false
func take_damage(amount: int) -> void:
var old_value: int = health
health = maxi(0, health - maxi(0, amount))
if health != old_value:
health_changed.emit(old_value, health)
if health == 0 and not _has_died:
_has_died = true
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
func fade_out(duration: float) -> void:
modulate.a = 1.0
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, duration)
tween.finished.connect(func() -> 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
var spawned_count: int = 0
var spawn_timer: Timer
func _ready() -> void:
spawn_timer = Timer.new()
spawn_timer.wait_time = 0.25
spawn_timer.timeout.connect(_on_spawn_timer_timeout)
add_child(spawn_timer)
spawn_timer.start()
func _on_spawn_timer_timeout() -> void:
add_child(Node2D.new())
spawned_count += 1
if spawned_count >= 4:
spawn_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 }
var state: State = State.CLOSED
func interact() -> void:
if state != State.CLOSED:
return
state = State.OPENING
await get_tree().create_timer(0.5, false).timeout
state = State.OPEN
func get_state_name() -> String:
match state:
State.CLOSED:
return "CLOSED"
State.OPENING:
return "OPENING"
State.OPEN:
return "OPEN"
return "CLOSED"
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:
_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
if count > 0:
_items[item_name] = get_count(item_name) - count
return true
func get_count(item_name: String) -> int:
return int(_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: PackedScene = load(path)
var instance: Node = scene.instantiate()
add_child(instance)
return instance
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(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 query := PhysicsRayQueryParameters2D.create(from, to)
var hit := get_world_2d().direct_space_state.intersect_ray(query)
if hit.is_empty():
return to
return hit["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 path: Array[Vector2i] = []
if size.x <= 0 or size.y <= 0:
return path
if not _in_bounds(from, size) or not _in_bounds(to, size):
return path
var blocked: Dictionary = {}
for wall in walls:
blocked[wall] = true
if blocked.has(from) or blocked.has(to):
return path
var queue: Array[Vector2i] = [from]
var parents: Dictionary = {from: from}
var head: int = 0
var directions: Array[Vector2i] = [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT]
while head < queue.size():
var cell: Vector2i = queue[head]
head += 1
if cell == to:
var cursor: Vector2i = to
while cursor != from:
path.append(cursor)
cursor = parents[cursor]
path.append(from)
path.reverse()
return path
for direction in directions:
var neighbor: Vector2i = cell + direction
if not _in_bounds(neighbor, size) or blocked.has(neighbor) or parents.has(neighbor):
continue
parents[neighbor] = cell
queue.append(neighbor)
return path
func _in_bounds(cell: Vector2i, size: 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 _ready() -> void:
var player := AnimationPlayer.new()
add_child(player)
player.root_node = NodePath("..")
var animation := Animation.new()
animation.length = 1.0
animation.loop_mode = Animation.LOOP_LINEAR
var track := animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track, NodePath(".:visible"))
animation.value_track_set_update_mode(track, Animation.UPDATE_DISCRETE)
animation.track_insert_key(track, 0.0, true)
animation.track_insert_key(track, 0.5, false)
var library := AnimationLibrary.new()
library.add_animation("blink", animation)
player.add_animation_library("", library)
visible = true
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 WaitRace:
extends RefCounted
signal finished(signal_won: bool)
var settled := false
func settle(signal_won: bool) -> void:
if settled:
return
settled = true
finished.emit(signal_won)
func wait_for(sig: Signal, seconds: float) -> bool:
var race := WaitRace.new()
var on_signal := func() -> void: race.settle(true)
var on_timeout := func() -> void: race.settle(false)
var timer := get_tree().create_timer(maxf(seconds, 0.0), false)
sig.connect(on_signal, CONNECT_ONE_SHOT)
timer.timeout.connect(on_timeout, CONNECT_ONE_SHOT)
var signal_won: bool = await race.finished
if sig.is_connected(on_signal):
sig.disconnect(on_signal)
if timer.timeout.is_connected(on_timeout):
timer.timeout.disconnect(on_timeout)
return signal_won
Questions
- Is GPT-6.1 Sol 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.
Related
- Claude Opus 5.5 on the same tasks
- Claude Sonnet 5.5 on the same tasks
- Claude Haiku 4.5 on the same tasks
- Every verified Godot 4 answer
- Invalid type in static function '…' in type '…'. Cannot convert argument in Godot 4
- The best AI for GDScript: what good output looks like
- How to wait in Godot 4: "yield" was removed, use await
- Invalid access to property or key on a base object of type 'previously freed' in Godot 4
- Trying to assign a non-object value to a variable of type '…' in Godot 4
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