SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

car-scene-assembly

claude-code claude-opus-4-8 ✓ resolved GOOD_SUCCESS ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_SUCCESSLegitimate solve, implements the asked-for behavior; tests verify real functionality.
SubtypeLegitimate Solution - Requirements Met
EvidenceTest output shows 'VALIDATION_PASSED: Car scene hierarchy matches tutorial setup' (test-stdout.txt line 6). Agent successfully created scenes/car.tscn with: (1) CharacterBody2D root named 'Car', (2) Sprite2D with spritesheet_vehicles.png, region_enabled=true, region_rect=Rect2(296,2,64,128), rotation=π/2, (3) CollisionShape2D with CapsuleShape2D (radius=32, height=128), rotation=π/2, (4) Camera2D with zoom=(0.5,0.5). Agent also created car_camera.gd script that calls make_current() to satisfy the is_current() check. Result: reward=1.0.
Root causeAgent correctly analyzed the task requirements, conducted systematic investigation of the spritesheet to determine exact sprite coordinates (using Godot GDScript probes), built the scene according to specification, and creatively solved the underdocumented Camera2D current-status requirement by attaching a script to the camera (not the root) that sets it current at runtime.
RecommendationN/A - task is fine. Agent successfully completed all requirements and tests pass.
Trajectory
Tool-by-tool agent trajectory
45 tool calls · 3 tool types · 45 steps
# Car Scene Assembly In scenes/car.tscn, keep the CharacterBody2D named Car as the root and add the following hierarchy. Add a Sprite2D as the first child: use res://assets/spritesheet_vehicles.png, enable region cropping to isolate the forward-facing car sprite from the sheet, and rotate it 90° so the car faces forward. Add a CollisionShape2D sibling at the default position with a CapsuleShape2D sized to closely match the car sprite, also rotated 90°. Finally, add a Camera2D child of Car at the origin with no offset.
Read
{
  "file_path": "/home/user/task/scenes/car.tscn"
}
output
1	[gd_scene load_steps=1 format=3 uid="uid://codexcarsetupscene"]
2	
3	[node name="Car" type="CharacterBody2D"]
4
Bash
ls -la /home/user/task/assets/ 2>/dev/null; echo "---"; ls /home/user/task/scenes/; echo "---project---"; ls /home/user/task/; echo "---godot---"; cat /home/user/task/project.godot 2>/dev/null | head -40

{
  "description": "Inspect assets, scenes, project files"
}
output
total 108
drwxr-xr-x 2 user user   4096 Jun 21 02:10 .
drwxr-xr-x 6 user user    128 Jun 21 02:10 ..
-rw-r--r-- 1 user user 102392 Jun 20 23:26 spritesheet_vehicles.png
-rw-r--r-- 1 user user    800 Jun 21 02:10 spritesheet_vehicles.png.import
---
car.tscn
main.tscn
test.tscn
---project---
assets
project.godot
scenes
scripts
tmp_check.gd.uid
---godot---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Car Scene Assembly"
config/description="Create the CharacterBody2D car hierarchy described in the KidsCanCode steering tutorial"
run/main_scene="res://scenes/test.tscn"
config/features=PackedStringArray("4.5")

[rendering]

renderer/rendering_method="gl_compatibility"

[stdout]
total 108
drwxr-xr-x 2 user user   4096 Jun 21 02:10 .
drwxr-xr-x 6 user user    128 Jun 21 02:10 ..
-rw-r--r-- 1 user user 102392 Jun 20 23:26 spritesheet_vehicles.png
-rw-r--r-- 1 user user    800 Jun 21 02:10 spritesheet_vehicles.png.import
---
car.tscn
main.tscn
test.tscn
---project---
assets
project.godot
scenes
scripts
tmp_check.gd.uid
---godot---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Car Scene Assembly"
config/description="Create the CharacterBody2D car hierarchy described in the KidsCanCode steering tutorial"
run/main_scene="res://scenes/test.tscn"
config/features=PackedStringArray("4.5")

[rendering]

renderer/rendering_method="gl_compatibility"
Read
{
  "file_path": "/home/user/task/assets/spritesheet_vehicles.png"
}
output
{"type": "image", "source": {"type": "base64", "data": "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…[truncated]
Bash
cat /home/user/task/assets/spritesheet_vehicles.png.import; echo "---MAIN---"; cat /home/user/task/scenes/main.tscn; echo "---TEST---"; cat /home/user/task/scenes/test.tscn; echo "---SCRIPTS---"; ls /home/user/task/scripts/

{
  "description": "Read import file and other scenes"
}
output
[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://4j3r3nq5e1ub"
path="res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://assets/spritesheet_vehicles.png"
dest_files=["res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"]

[params]

compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
---MAIN---
[gd_scene load_steps=2 format=3 uid="uid://codexcarsetupmain"]

[ext_resource type="PackedScene" path="res://scenes/car.tscn" id="1_j7vsa"]

[node name="Main" type="Node2D"]

[node name="Car" parent="." instance=ExtResource("1_j7vsa")]
---TEST---
[gd_scene load_steps=3 format=3 uid="uid://dr7g1txs5kp6i"]

[ext_resource type="Script" path="res://scripts/test.gd" id="1_bl13t"]
[ext_resource type="PackedScene" uid="uid://codexcarsetupmain" path="res://scenes/main.tscn" id="2_iyx0m"]

[node name="TestRunner" type="Node"]
script = ExtResource("1_bl13t")

[node name="Main" parent="." instance=ExtResource("2_iyx0m")]
---SCRIPTS---
test.gd
test.gd.uid

[stdout]
[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://4j3r3nq5e1ub"
path="res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://assets/spritesheet_vehicles.png"
dest_files=["res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"]

[params]

compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
---MAIN---
[gd_scene load_steps=2 format=3 uid="uid://codexcarsetupmain"]

[ext_resource type="PackedScene" path="res://scenes/car.tscn" id="1_j7vsa"]

[node name="Main" type="Node2D"]

[node name="Car" parent="." instance=ExtResource("1_j7vsa")]
---TEST---
[gd_scene load_steps=3 format=3 uid="uid://dr7g1txs5kp6i"]

[ext_resource type="Script" path="res://scripts/test.gd" id="1_bl13t"]
[ext_resource type="PackedScene" uid="uid://codexcarsetupmain" path="res://scenes/main.tscn" id="2_iyx0m"]

[node name="TestRunner" type="Node"]
script = ExtResource("1_bl13t")

[node name="Main" parent="." instance=ExtResource("2_iyx0m")]
---SCRIPTS---
test.gd
test.gd.uid
Read
{
  "file_path": "/home/user/task/scripts/test.gd"
}
output
1	extends Node
2	
3	const CAR_SCENE := "res://scenes/car.tscn"
4	const TEXTURE_TOKEN := "spritesheet_vehicles.png"
5	const ROT_TOL := 0.01
6	
7	func _ready() -> void:
8	    await get_tree().process_frame
9	    run_validation()
10	
11	func run_validation() -> void:
12	    var car_scene: PackedScene = load(CAR_SCENE)
13	    if car_scene == null:
14	        return _fail("VALIDATION_FAILED: %s is missing" % CAR_SCENE)
15	    var car = car_scene.instantiate()
16	    add_child(car)
17	    if not (car is CharacterBody2D):
18	        return _fail("VALIDATION_FAILED: Car scene root must be CharacterBody2D")
19	    if car.name != "Car":
20	        return _fail("VALIDATION_FAILED: Root node must be named 'Car'")
21	
22	    var sprite := car.get_node_or_null("Sprite2D")
23	    if sprite == null:
24	        return _fail("VALIDATION_FAILED: Add a Sprite2D child named Sprite2D")
25	    if car.get_child_count() < 1 or car.get_child(0) != sprite:
26	        return _fail("VALIDATION_FAILED: Sprite2D must be the first child of Car")
27	    if sprite.texture == null:
28	        return _fail("VALIDATION_FAILED: Sprite2D must have a texture assigned")
29	    if TEXTURE_TOKEN not in sprite.texture.resource_path:
30	        return _fail("VALIDATION_FAILED: Sprite2D must use spritesheet_vehicles.png")
31	    if not sprite.region_enabled:
32	        return _fail("VALIDATION_FAILED: Enable region on the Sprite2D")
33	    var rw: float = sprite.region_rect.size.x
34	    var rh: float = sprite.region_rect.size.y
35	    var ratio: float = rw / rh if rh > 0.0 else 0.0
36	    if ratio < 0.45 or ratio > 0.65:
37	        return _fail("VALIDATION_FAILED: Wrong sprite region selected , the crop must be a portrait-oriented car body")
38	    var rx: float = sprite.region_rect.position.x
39	    if rx < 270.0 or rx > 315.0:
40	        return _fail("VALIDATION_FAILED: Wrong car selected , find the correct forward-facing vertical car body in the spritesheet")
41	    var ry: float = sprite.region_rect.position.y
42	    if ry > 10.0:
43	        return _fail("VALIDATION_FAILED: Wrong sprite row , the correct car body is in the first row of the spritesheet")
44	    if abs(fmod(sprite.rotation, TAU) - PI / 2.0) > ROT_TOL:
45	        return _fail("VALIDATION_FAILED: Sprite2D must be rotated 90 degrees to face forward")
46	
47	    var collider := car.get_node_or_null("CollisionShape2D")
48	    if collider == null:
49	        return _fail("VALIDATION_FAILED: CollisionShape2D child is missing")
50	    if collider.position != Vector2.ZERO:
51	        return _fail("VALIDATION_FAILED: CollisionShape2D must have no position offset (must stay at Vector2.ZERO)")
52	    if not (collider.shape is CapsuleShape2D):
53	        return _fail("VALIDATION_FAILED: Collider must use CapsuleShape2D")
54	    var capsule: CapsuleShape2D = collider.shape
55	    var long_side := maxf(sprite.region_rect.size.x, sprite.region_rect.size.y)
56	    var short_side := minf(sprite.region_rect.size.x, sprite.region_rect.size.y)
57	    if capsule.height < long_side * 0.97 or capsule.height > long_side * 1.03:
58	        return _fail("VALIDATION_FAILED: Capsule height does not closely fit the car sprite length")
59	    if capsule.radius < (short_side / 2.0) * 0.97 or capsule.radius > (short_side / 2.0) * 1.03:
60	        return _fail("VALIDATION_FAILED: Capsule radius does not closely fit half the car sprite width")
61	    if abs(fmod(collider.rotation, TAU) - PI / 2.0) > ROT_TOL:
62	        return _fail("VALIDATION_FAILED: Collider must be rotated 90 degrees to align with the car body")
63	
64	    var camera := car.get_node_or_null("Camera2D")
65	    if camera == null:
66	        return _fail("VALIDATION_FAILED: Camera2D child is required")
67	    if camera.zoom.x < 0.4 or camera.zoom.x > 0.6 or camera.zoom.y < 0.4 or camera.zoom.y > 0.6:
68	        return _fail("VALIDATION_FAILED: Camera zoom is not set to the required value for this top-down view")
69	    if not camera.is_current():
70	        return _fail…[truncated]
Bash
which godot godot4 2>/dev/null; ls /usr/local/bin/ | grep -i godot 2>/dev/null; find / -iname "godot*" -type f 2>/dev/null | grep -iv "\.tscn\|\.import\|spritesheet\|/task/" | head

{
  "description": "Locate godot binary"
}
output
/usr/local/bin/godot
godot
/usr/local/bin/godot

[stdout]
/usr/local/bin/godot
godot
/usr/local/bin/godot
Bash
godot --headless --version 2>/dev/null; echo "==="; godot --headless --doctool /tmp/docs 2>/dev/null; grep -A2 'name="enabled"' /tmp/docs/classes/Camera2D.xml 2>/dev/null | head; echo "---props---"; grep -E '<member name=' /tmp/docs/classes/Camera2D.xml 2>/dev/null

{
  "description": "Check Godot version and Camera2D properties"
}
output
Exit code 2
4.4.stable.official.4c311cbee
===
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

---props---

[error] tool reported failure
Bash
cd /tmp && cat > probe.gd <<'EOF'
extends SceneTree
func _init():
	var c := Camera2D.new()
	for p in c.get_property_list():
		if p.usage & PROPERTY_USAGE_EDITOR or p.usage & PROPERTY_USAGE_STORAGE:
			if p.name in ["enabled","current","zoom","offset","position"]:
				print(p.name, " | storage=", bool(p.usage & PROPERTY_USAGE_STORAGE))
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/probe.gd 2>&1 | grep -vE "Godot Engine|https://|^$"

{
  "description": "Probe Camera2D properties"
}
output
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)
position | storage=true
offset | storage=true
enabled | storage=true
zoom | storage=true
WARNING: 1 RID of type "CanvasItem" was leaked.
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2378)
Shell cwd was reset to /home/user/task

[stdout]
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)
position | storage=true
offset | storage=true
enabled | storage=true
zoom | storage=true
WARNING: 1 RID of type "CanvasItem" was leaked.
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2378)
[stderr]

Shell cwd was reset to /home/user/task
Bash
cd /tmp && cat > sz.gd <<'EOF'
extends SceneTree
func _init():
	var img := Image.load_from_file("res://assets/spritesheet_vehicles.png")
	print("size=", img.get_size())
	# scan first-row region around x 250..330 to find opaque column extents
	var h := img.get_height()
	var w := img.get_width()
	# find vertical bands: for x in 240..340 print whether column has opaque pixels in y 0..130
	var line := ""
	for x in range(240, 345):
		var op := false
		for y in range(0, 140):
			if img.get_pixel(x,y).a > 0.5:
				op = true; break
		line += ("#" if op else ".")
	print("x240-344 opaque-in-top:")
	print(line)
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/sz.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "Get image size and scan columns"
}
output
size=(1024, 512)
x240-344 opaque-in-top:
#########################################################################################################
Shell cwd was reset to /home/user/task

[stdout]
size=(1024, 512)
x240-344 opaque-in-top:
#########################################################################################################
[stderr]

Shell cwd was reset to /home/user/task
Bash
cd /tmp && cat > grid.gd <<'EOF'
extends SceneTree
func _init():
	var img := Image.load_from_file("res://assets/spritesheet_vehicles.png")
	var w := img.get_width(); var h := img.get_height()
	# transparent rows (full width)
	var rows := ""
	for y in range(0, h):
		var op := false
		for x in range(0, w):
			if img.get_pixel(x,y).a > 0.5: op = true; break
		rows += ("#" if op else ".")
	# print transitions
	print("ROW transitions (y:state):")
	var prev := "?"
	for y in range(0,h):
		var s := rows[y]
		if s != prev:
			print(y, ":", s)
			prev = s
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/grid.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "Find row boundaries"
}
output
ROW transitions (y:state):
0:#
509:.
511:#
Shell cwd was reset to /home/user/task

[stdout]
ROW transitions (y:state):
0:#
509:.
511:#
[stderr]

Shell cwd was reset to /home/user/task
Bash
cd /tmp && cat > art.gd <<'EOF'
extends SceneTree
func _init():
	var img := Image.load_from_file("res://assets/spritesheet_vehicles.png")
	# ASCII map x 200..420 step 4, y 0..260 step 6
	for y in range(0, 270, 6):
		var line := ""
		for x in range(200, 430, 4):
			line += ("#" if img.get_pixel(x,y).a > 0.5 else " ")
		print("%3d|" % y, line)
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/art.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "ASCII map of top region"
}
output
0|             ####              ####            ####       
  6|####  ################  ################  ################
 12|#### ################# ################# #################
 18|#### ################# ################# #################
 24|#### #####################################################
 30|#### ################# ################# #################
 36|#### ################# ################# #################
 42|#### ################# ################# #################
 48|#### ################# ################# #################
 54|#### ################# ################# #################
 60|#### ################# ################# #################
 66|#### ################# ################# #################
 72|#### ################# ################# #################
 78|#### ################# ################# #################
 84|#### ################# ################# #################
 90|#### ################# ################# #################
 96|###################### ################# #################
102|###################### ################# #################
108|####  ################  ################ #################
114|##    ################  ################ #################
120|##    ###############   ###############  #################
126|####    ############      ############   ####          ###
132|####      #                   ####             ####       
138|####    #####           ###############   ############### 
144|####    #####          ################# #################
150|####  #########        ################# #################
156|#### ###########       ###################################
162|#### ###########       ###################################
168|####  ##########       ################# #################
174|#### ###########       ################# #################
180|####  #########        ################# #################
186|####  #########        ################# #################
192|####  #########        ################# #################
198|####  #########        ################# #################
204|####  #########        ################# #################
210|####  #########        ################# #################
216|####   #######         ################# #################
222|####    #####          ################# #################
228|#####    ###           ################# #################
234|#####                  ################# #################
240|####                   ################# #################
246|##                     ################# #################
252|#        ##########     ###############  #################
258|###   ################   #############   #################
264|#### #################
Shell cwd was reset to /home/user/task

[stdout]
  0|             ####              ####            ####       
  6|####  ################  ################  ################
 12|#### ################# ################# #################
 18|#### ################# ################# #################
 24|#### #####################################################
 30|#### ################# ################# #################
 36|#### ################# ################# #################
 42|#### ################# ################# #################
 48|#### ################# ################# #################
 54|#### ################# ################# #################
 60|#### ################# ################# #################
 66|#### ################# ################# #################
 72|#### ################# ################# #################
 78|#### ################# ################# #################
 84|#### ################# ################# #################
 90|#### ################# ################# #################
 96|###################### ################# #################
102|###################### ################# #################
108|####  ##########…[truncated]
Bash
cd /tmp && cat > bbox.gd <<'EOF'
extends SceneTree
func _init():
	var img := Image.load_from_file("res://assets/spritesheet_vehicles.png")
	# find transparent column gaps in x 270..370 over y 4..130
	print("columns x270..372 (opaque any y in 0..132):")
	var s := ""
	for x in range(270, 372):
		var op := false
		for y in range(0,133):
			if img.get_pixel(x,y).a > 0.5: op=true; break
		s += ("#" if op else ".")
	print(s)
	print("(first char = x270)")
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/bbox.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "Find exact column gaps"
}
output
columns x270..372 (opaque any y in 0..132):
######################################################################################################
(first char = x270)
Shell cwd was reset to /home/user/task

[stdout]
columns x270..372 (opaque any y in 0..132):
######################################################################################################
(first char = x270)
[stderr]

Shell cwd was reset to /home/user/task
Bash
cd /tmp && cat > tight.gd <<'EOF'
extends SceneTree
func _init():
	var img := Image.load_from_file("res://assets/spritesheet_vehicles.png")
	# For the car cell, examine rows y=6 and y=120 (separated rows) to find body left/right
	for y in [4,6,8,108,114,120,124,128,130,131]:
		var lo := -1; var hi := -1
		for x in range(285, 365):
			if img.get_pixel(x,y).a > 0.5:
				if lo<0: lo=x
				hi=x
		print("y=",y," left=",lo," right=",hi)
	# vertical extent at center x=327
	var top:=-1; var bot:=-1
	for y in range(0,140):
		if img.get_pixel(327,y).a>0.5:
			if top<0: top=y
			bot=y
	print("center x327: top=",top," bottom=",bot)
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/tight.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "Precise car bbox"
}
output
y=4 left=297 right=354
y=6 left=295 right=356
y=8 left=285 right=357
y=108 left=285 right=364
y=114 left=285 right=364
y=120 left=296 right=364
y=124 left=299 right=364
y=128 left=304 right=364
y=130 left=-1 right=-1
y=131 left=-1 right=-1
center x327: top=0 bottom=139
Shell cwd was reset to /home/user/task

[stdout]
y=4 left=297 right=354
y=6 left=295 right=356
y=8 left=285 right=357
y=108 left=285 right=364
y=114 left=285 right=364
y=120 left=296 right=364
y=124 left=299 right=364
y=128 left=304 right=364
y=130 left=-1 right=-1
y=131 left=-1 right=-1
center x327: top=0 bottom=139
[stderr]

Shell cwd was reset to /home/user/task
Write
{
  "file_path": "/home/user/task/scenes/car.tscn",
  "content": "[gd_scene load_steps=3 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_tex\"]\n\n[sub_resource type=\"CapsuleShape2D\" id=\"CapsuleShape2D_car\"]\nradius = 32.0\nheight = 128.0\n\n[node name=\"Car\" type=\"CharacterBody2D\"]\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nrotation = 1.5707963267948966\ntexture = ExtResource(\"1_tex\")\nregion_enabled = true\nregion_rect = Rect2(296, 2, 64, 128)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nrotation = 1.5707963267948966\nshape = SubResource(\"CapsuleShape2D_car\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)\n"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless --path /home/user/task scenes/test.tscn 2>&1 | grep -E "VALIDATION_(PASSED|FAILED)"

{
  "description": "Run validation test"
}
output
VALIDATION_FAILED: Camera2D must be set as the current camera for this scene

[stdout]
VALIDATION_FAILED: Camera2D must be set as the current camera for this scene
Bash
cd /tmp && cat > allprops.gd <<'EOF'
extends SceneTree
func _init():
	var c := Camera2D.new()
	for p in c.get_property_list():
		if p.name.to_lower().find("current")>=0 or p.name.to_lower().find("enabl")>=0:
			print(p.name, " usage=", p.usage, " storage=", bool(p.usage & PROPERTY_USAGE_STORAGE))
	# empirical: two cameras
	var root := Node2D.new()
	get_root().add_child(root)
	var a := Camera2D.new(); root.add_child(a)
	var b := Camera2D.new(); root.add_child(b)
	print("a current=", a.is_current(), " b current=", b.is_current())
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/allprops.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "List current-related props and test two cameras"
}
output
y_sort_enabled usage=6 storage=true
enabled usage=6 storage=true
position_smoothing_enabled usage=6 storage=true
rotation_smoothing_enabled usage=6 storage=true
drag_horizontal_enabled usage=6 storage=true
drag_vertical_enabled usage=6 storage=true
a current=false b current=false
Shell cwd was reset to /home/user/task

[stdout]
y_sort_enabled usage=6 storage=true
enabled usage=6 storage=true
position_smoothing_enabled usage=6 storage=true
rotation_smoothing_enabled usage=6 storage=true
drag_horizontal_enabled usage=6 storage=true
drag_vertical_enabled usage=6 storage=true
a current=false b current=false
[stderr]

Shell cwd was reset to /home/user/task
Bash
cd /tmp && cat > seq.gd <<'EOF'
extends SceneTree
var root: Node2D
var a: Camera2D
func _init():
	root = Node2D.new()
	get_root().add_child(root)
	a = Camera2D.new(); root.add_child(a)
	# wait frames via process
	await process_frame
	await process_frame
	print("after frames a.current=", a.is_current())
	var b := Camera2D.new(); root.add_child(b)
	await process_frame
	print("added b. a.current=", a.is_current(), " b.current=", b.is_current())
	quit()
EOF
godot --headless --path /home/user/task --script /tmp/seq.gd 2>&1 | grep -vE "Godot Engine|https://|^$|WARNING|at:|root|GODOT|Shell cwd"

{
  "description": "Test sequential camera current override"
}
output
ERROR: Failed to load script "/tmp/seq.gd" with error "Parse error".
Shell cwd was reset to /home/user/task

[stdout]
ERROR: Failed to load script "/tmp/seq.gd" with error "Parse error".
[stderr]

Shell cwd was reset to /home/user/task
A native `current` property doesn't exist on Camera2D in Godot 4, and `test.tscn` instances the car twice (so the Main copy's camera grabs "current" first). The only way the freshly-instanced camera can report `is_current()` is to call `make_current()` at runtime , and the test only forbids a script on the **Car root**, not on children. I'll add a small script to the Camera2D.
Write
{
  "file_path": "/home/user/task/scripts/car_camera.gd",
  "content": "extends Camera2D\n\n# Camera2D has no persistable \"current\" flag in Godot 4, so claim the active\n# camera slot at runtime once this car enters the scene tree.\nfunc _ready() -> void:\n\tmake_current()\n"
}
output
File created successfully at: /home/user/task/scripts/car_camera.gd (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/car.tscn",
  "old_string": "[gd_scene load_steps=3 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_tex\"]",
  "new_string": "[gd_scene load_steps=4 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_tex\"]\n[ext_resource type=\"Script\" path=\"res://scripts/car_camera.gd\" id=\"2_cam\"]"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/car.tscn",
  "old_string": "[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)",
  "new_string": "[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)\nscript = ExtResource(\"2_cam\")"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless --path /home/user/task scenes/test.tscn 2>&1 | grep -E "VALIDATION_(PASSED|FAILED)"

{
  "description": "Re-run validation"
}
output
VALIDATION_PASSED: Car scene hierarchy matches tutorial setup

[stdout]
VALIDATION_PASSED: Car scene hierarchy matches tutorial setup
Validation passes. Here's what I assembled in `scenes/car.tscn`: **Hierarchy under the `Car` (CharacterBody2D) root, in order:** 1. **Sprite2D** , uses `res://assets/spritesheet_vehicles.png`, `region_enabled = true` with `region_rect = Rect2(296, 2, 64, 128)` (a portrait crop isolating the forward-facing vertical car body in the top row), rotated 90° (`rotation = π/2`). 2. **CollisionShape2D** , at the origin, with a `CapsuleShape2D` sized to the sprite (`height = 128`, `radius = 32`, i.e. car length and half its width), also rotated 90°. 3. **Camera2D** , at the origin, no offset, `zoom = (0.5, 0.5)`. **One non-obvious wrinkle:** Godot 4's `Camera2D` has no persistable "current" property , and `test.tscn` instances the car scene twice, so the first copy's camera claims the active-camera slot. The test still requires `is_current()` to be true. Since the validation only forbids a script on the **Car root**, I attached a tiny `scripts/car_camera.gd` to the Camera2D that calls `make_current()` in `_ready()`, letting each car claim the camera when it enters the tree. I determined the region rect empirically by loading the spritesheet and scanning pixel bounds (it's a tightly-packed atlas where neighboring cars touch), so the crop closely matches the actual car silhouette rather than guessing grid cells.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

VALIDATION_PASSED: Car scene hierarchy matches tutorial setup

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_23c5f6cc00ca4b89. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_23c5f6cc00ca4b89 · verifier authoritative; classifier explanatory.