Can MiMo-V2.6-Pro-UltraSpeed write working Godot 4 code? 14 of 15 on the first try

By Eduardo Orellana · Updated

MiMo-V2.6-Pro-UltraSpeed passed 14 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: wait for a signal or a timeout.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

Download for macOSDownload for Windows

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 18 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
DeepSeek V4.1 Flash15 of 1515 of 15Hosted, by API2026-10-18DeepSeek V4.1 Flash results
Ember-115 of 1515 of 15Hosted, by API2026-10-18Ember-1 results
Gemini 3.1 Pro Preview15 of 1515 of 15Hosted, by API2026-10-18Gemini 3.1 Pro Preview results
Muse Wonder15 of 1515 of 15Hosted, by API2026-10-18Muse Wonder results
Kimi K315 of 1515 of 15Hosted, by API2026-10-18Kimi K3 results
GPT-5.6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-5.6 Luna results
GPT-6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-6 Luna results
Hy4 preview15 of 1515 of 15Hosted, by API2026-10-18Hy4 preview results
Pareto 26.1015 of 1515 of 15Hosted, by API2026-10-18Pareto 26.10 results
Claude Haiku 5.514 of 1515 of 15Hosted, by API2026-10-18Claude Haiku 5.5 results
MiMo-V2.6-Pro-UltraSpeed14 of 1515 of 15Hosted, by API2026-10-18MiMo-V2.6-Pro-UltraSpeed results
GLM 5.214 of 1515 of 15Hosted, by API2026-10-18GLM 5.2 results
DeepSeek V4 Pro 081314 of 1514 of 15Hosted, by API2026-10-18DeepSeek V4 Pro 0813 results
GPT-5.414 of 1514 of 15Hosted, by API2026-10-18GPT-5.4 results
MiniMax M313 of 1514 of 15Hosted, by API2026-10-18MiniMax M3 results
Qwen3.7 Max13 of 1514 of 15Hosted, by API2026-10-18Qwen3.7 Max results
Fugu Max13 of 1514 of 15Hosted, by API2026-10-18Fugu Max results
Beam 1.0 501B A23B12 of 1514 of 15Hosted, by API2026-10-18Beam 1.0 501B A23B results
Mistral Large 412 of 1513 of 15Hosted, by API2026-10-18Mistral Large 4 results
Claude Haiku 4.511 of 1514 of 15Claude Code2026-10-06Claude Haiku 4.5 results
Nemotron 3.5 Super VL11 of 1514 of 15Hosted, by API2026-10-18Nemotron 3.5 Super VL results
LongCat 2.011 of 1513 of 15Hosted, by API2026-10-18LongCat 2.0 results
Grok 4.311 of 1513 of 15Hosted, by API2026-10-18Grok 4.3 results
Laguna S 2.19 of 1512 of 15Hosted, by API2026-10-18Laguna S 2.1 results
Nova 2 Lite2 of 154 of 15Hosted, by API2026-10-18Nova 2 Lite results

How the test works

Each task asks for one GDScript file with a stated API, in a fresh Godot project. MiMo-V2.6-Pro-UltraSpeed was asked through its API, the way Flockbay reaches its hosted models: the task in one request, no tools, and the whole file back in a code block. 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 2026-10-18.

MiMo-V2.6-Pro-UltraSpeed in Flockbay

MiMo-V2.6-Pro-UltraSpeed is a hosted model in the Flockbay app's model menu, on the Indie Developer plan and above. It uses the plan's hosted usage about 16.2 times as fast as Auto.

It takes images, so Flockbay can show it screenshots of your game, and it has an effort setting in the composer, from quick answers to longer reasoning.

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:
	velocity.y += GRAVITY * delta
	move_and_slide()
	if is_on_floor():
		velocity = Vector2.ZERO

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

## Score label that displays "Score: <total>" and accumulates points
## via the add(points) method.

var _score: int = 0


func _ready() -> void:
	_score = 0
	text = "Score: 0"


func add(points: int) -> void:
	_score += points
	text = "Score: " + str(_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
## Simple JSON based save-game helper.
##
## All functions are static, so the script can be used without instantiating it:
##
##     SaveGame.save_data({"score": 42}, "user://save.json")
##     var data: Dictionary = SaveGame.load_data("user://save.json")


## Writes [param data] to the file at [param path] as pretty printed JSON.
## The parent directory is created when it does not exist yet.
## Problems are reported with [method push_error] instead of breaking execution.
static func save_data(data: Dictionary, path: String) -> void:
	var directory := path.get_base_dir()
	if not directory.is_empty() and not DirAccess.dir_exists_absolute(directory):
		var dir_error := DirAccess.make_dir_recursive_absolute(directory)
		if dir_error != OK:
			push_error("save_game: unable to create directory \"%s\" for \"%s\" (error %d)." % [directory, path, dir_error])
			return

	var file := FileAccess.open(path, FileAccess.WRITE)
	if file == null:
		push_error("save_game: unable to open \"%s\" for writing (error %d)." % [path, FileAccess.get_open_error()])
		return

	file.store_string(JSON.stringify(data, "\t"))
	file.close()


## Reads the JSON object stored in the file at [param path] and returns it.
## Returns an empty [Dictionary] when the file is missing, unreadable or invalid.
static func load_data(path: String) -> Dictionary:
	if not FileAccess.file_exists(path):
		push_error("save_game: file \"%s\" does not exist." % path)
		return {}

	var file := FileAccess.open(path, FileAccess.READ)
	if file == null:
		push_error("save_game: unable to open \"%s\" for reading (error %d)." % [path, FileAccess.get_open_error()])
		return {}

	var text := file.get_as_text()
	file.close()

	var json := JSON.new()
	if json.parse(text) != OK:
		push_error("save_game: invalid JSON in \"%s\" (line %d): %s" % [path, json.get_error_line(), json.get_error_message()])
		return {}

	var value: Variant = json.data
	if typeof(value) != TYPE_DICTIONARY:
		push_error("save_game: \"%s\" does not contain a JSON object." % path)
		return {}

	var result: Dictionary = value
	return result

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 _dead: bool = false


func take_damage(amount: int) -> void:
	if amount <= 0 or _dead:
		return

	var old_value: int = health
	health = max(old_value - amount, 0)

	if health != old_value:
		health_changed.emit(old_value, health)

	if health == 0 and not _dead:
		_dead = 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

var _tween: Tween


func fade_out(duration: float) -> void:
	# Cancel any fade already in progress so calls don't fight each other.
	if _tween != null and _tween.is_valid():
		_tween.kill()
		_tween = null

	# Non-positive duration: snap straight to the end state and emit.
	if duration <= 0.0:
		modulate.a = 0.0
		faded.emit()
		return

	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:
	_tween = null
	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

## Spawns a new child Node2D every 0.25 seconds, up to 4 children total.

var spawned_count: int = 0

@export var max_children: int = 4
@export var spawn_interval: float = 0.25

var _timer: Timer


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


func _on_timer_timeout() -> void:
	if spawned_count >= max_children:
		_timer.stop()
		return

	var child := Node2D.new()
	child.name = "Spawned%d" % (spawned_count + 1)
	add_child(child)

	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
## A door with three states: CLOSED, OPENING and OPEN.
## The door starts CLOSED. Calling interact() on a CLOSED door starts the
## OPENING state, which lasts 0.5 seconds of game time before becoming OPEN.

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.CLOSED:
			return "CLOSED"
		State.OPENING:
			return "OPENING"
		State.OPEN:
			return "OPEN"
	return "CLOSED"


func _process(delta: float) -> void:
	if _state != State.OPENING:
		return

	_elapsed += delta
	if _elapsed >= OPEN_DURATION:
		_state = State.OPEN
		_elapsed = 0.0

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
## A simple stackable inventory stored in memory.
##
## Items are tracked by name; each entry holds the number of units owned.
## Items that were never added report a count of 0.

var _items: Dictionary = {}


## Adds `count` units of `item_name`. Non-positive counts are ignored.
func add_item(item_name: String, count: int) -> void:
	if count <= 0:
		return
	_items[item_name] = int(_items.get(item_name, 0)) + count


## Removes `count` units of `item_name` if and only if at least that many are
## owned. Returns true when the items were removed, false otherwise.
func remove_item(item_name: String, count: int) -> bool:
	if count <= 0:
		return false
	var owned: int = int(_items.get(item_name, 0))
	if owned < count:
		return false
	var remaining: int = owned - count
	if remaining > 0:
		_items[item_name] = remaining
	else:
		_items.erase(item_name)
	return true


## Returns how many units of `item_name` are owned; 0 if never added.
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
## LevelLoader: loads a level scene from a resource path, instantiates it,
## adds it as a child of this node and returns the instance.

func load_level(path: String) -> Node:
	if path.is_empty():
		push_error("LevelLoader: cannot load a level from an empty path.")
		return null

	var resource: Resource = load(path)
	if resource == null:
		push_error("LevelLoader: failed to load resource at path '%s'." % path)
		return null

	if not (resource is PackedScene):
		push_error(
			"LevelLoader: resource at path '%s' is not a PackedScene (got %s)."
			% [path, resource.get_class()]
		)
		return null

	var packed_scene := resource as PackedScene
	var instance := packed_scene.instantiate()
	if instance == null:
		push_error("LevelLoader: failed to instantiate scene at path '%s'." % path)
		return null

	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


## Paints every cell of the row [param y] between [param from_x] and [param to_x]
## (both inclusive) with tile source 0 and atlas coordinates (0, 0).
## The order of the horizontal bounds does not matter.
func paint_row(y: int, from_x: int, to_x: int) -> void:
	var start_x: int = mini(from_x, to_x)
	var end_x: int = maxi(from_x, to_x)

	for x in range(start_x, end_x + 1):
		set_cell(Vector2i(x, y), 0, Vector2i(0, 0), 0)


## Returns true if [param cell] currently holds a tile, false otherwise.
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
## Casts physics rays through the 2D world to find the first blocking point.


## Returns the point where a ray from [from] toward [to] first hits a collider.
## If nothing is hit, returns [to] unchanged.
func first_hit(from: Vector2, to: Vector2) -> Vector2:
	var space_state: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state
	if space_state == null:
		return to

	var query := PhysicsRayQueryParameters2D.create(from, to)
	query.collide_with_bodies = true
	query.collide_with_areas = false
	query.hit_from_inside = false

	var result: Dictionary = space_state.intersect_ray(query)
	if result.is_empty():
		return to

	return result["position"] as Vector2

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
## Grid path finder (4-directional movement, unit cost per step).
##
## find_path() returns the shortest path from `from` to `to`, both included,
## using only up / down / left / right moves on a grid of `size` cells.
## It never enters a wall cell. If no valid path exists (or any argument is
## invalid), an empty array is returned.

const _RIGHT := Vector2i(1, 0)
const _DOWN := Vector2i(0, 1)
const _LEFT := Vector2i(-1, 0)
const _UP := Vector2i(0, -1)

const _OFFSETS: Array[Vector2i] = [
	Vector2i(1, 0),
	Vector2i(0, 1),
	Vector2i(-1, 0),
	Vector2i(0, -1),
]


## Returns the shortest path of grid cells from `from` to `to` (both included),
## on a grid of `size` cells, never entering a cell listed in `walls`,
## moving only up, down, left or right. Empty if there is no such path.
func find_path(
		size: Vector2i,
		walls: Array[Vector2i],
		from: Vector2i,
		to: Vector2i
	) -> Array[Vector2i]:
	var path: Array[Vector2i] = []

	# Invalid grid.
	if size.x <= 0 or size.y <= 0:
		return path

	# Out of bounds endpoints.
	if not _is_inside(from, size) or not _is_inside(to, size):
		return path

	# Endpoint on a wall.
	var wall_set := {}
	for i in walls.size():
		var wall: Vector2i = walls[i]
		wall_set[wall] = true
	if wall_set.has(from) or wall_set.has(to):
		return path

	# Trivial path.
	if from == to:
		path.append(from)
		return path

	# Breadth-first search: the first time we reach a cell it is through a
	# shortest path, since every step costs 1.
	var came_from := {}  # Vector2i -> Vector2i (parent cell in the BFS tree)
	var queue: Array[Vector2i] = []
	var head := 0

	came_from[from] = from
	queue.append(from)

	var reached := false
	while head < queue.size():
		var current: Vector2i = queue[head]
		head += 1

		if current == to:
			reached = true
			break

		for offset_index in _OFFSETS.size():
			var next: Vector2i = current + _OFFSETS[offset_index]

			if not _is_inside(next, size):
				continue
			if wall_set.has(next):
				continue
			if came_from.has(next):
				continue

			came_from[next] = current
			queue.append(next)

	if not reached:
		return path

	# Walk back from `to` to `from`, then reverse to get the path in order.
	var reversed_path: Array[Vector2i] = []
	var node: Vector2i = to
	while node != from:
		reversed_path.append(node)
		node = Vector2i(came_from[node])
	reversed_path.append(from)

	for i in range(reversed_path.size() - 1, -1, -1):
		path.append(reversed_path[i])

	return path


func _is_inside(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
## Makes this node blink: visible for the first half of each second,
## hidden for the second half, looping forever.

const BLINK_ANIMATION_NAME := "blink"


func _ready() -> void:
	var animation_player := AnimationPlayer.new()
	animation_player.name = "BlinkAnimationPlayer"
	add_child(animation_player)

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

	# Track path is relative to the AnimationPlayer's parent (this node).
	var track_index := animation.add_track(Animation.TYPE_VALUE)
	animation.track_set_path(track_index, NodePath(".:visible"))
	animation.value_track_set_update_mode(track_index, Animation.UPDATE_DISCRETE)
	animation.track_insert_key(track_index, 0.0, true)   # visible: 0.0s - 0.5s
	animation.track_insert_key(track_index, 0.5, false)  # hidden:  0.5s - 1.0s

	# An empty library name means the animation is played as "blink".
	var library := AnimationLibrary.new()
	library.add_animation(BLINK_ANIMATION_NAME, animation)
	animation_player.add_animation_library("", library)

	visible = true
	animation_player.play(BLINK_ANIMATION_NAME)

Wait for a signal or a timeout: pass after one fix

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.

Failed on the first try (SCRIPT ERROR: Parse Error: Assignment is not allowed inside an expression.), passed after one fix.

What Godot 4.7.2 printed on the first try:

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Assignment is not allowed inside an expression.
   at: GDScript::reload (res://waiter.gd:76)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
ERROR: Failed to load script "res://waiter.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:4)
SCRIPT ERROR: Invalid call. Nonexistent function 'wait_for' in base 'Node'.
   at: _ready (res://bench_check.gd:13)
   GDScript backtrace (most recent call first):
       [0] _ready (res://bench_check.gd:13)

Questions

Is MiMo-V2.6-Pro-UltraSpeed good at Godot?
On these 15 tasks it passed 14 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.