Quick answer: Extend the GUT test base class, name test methods with the test_ prefix, and set the correct test directory in the GUT panel or config.

GUT will not run a method unless the script extends GutTest, the method name starts with test_, and the file sits in a directory GUT is told to scan. Fixing all three makes them appear.

How to fix it

1. Extend the GUT base

Make each test script start with extends GutTest (or the version-appropriate base such as res://addons/gut/test.gd). A script that does not extend it is invisible to GUT.

2. Use the test_ method prefix

Name your test methods func test_player_takes_damage():. GUT collects only methods beginning with test_; helpers without the prefix are skipped, which is intended.

3. Point GUT at the directory

In the GUT bottom panel or your .gutconfig.json, set dirs to the folder holding the tests and enable subfolder search if your tests are nested.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.