Release Manager
poingstudios/godot-admob-plugin
Manage and execute AdMob plugin releases. An agent skill from poingstudios/godot-admob-plugin.
A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter godot-debugging --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-debugging .claude/skills/godot-debugging && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .claude/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debuggingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter godot-debugging --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-debugging .agents/skills/godot-debugging && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .agents/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter godot-debugging --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-debugging .cursor/skills/godot-debugging && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .cursor/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/godot-debugging--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter godot-debugging --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-debugging .gemini/skills/godot-debugging && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .gemini/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter godot-debuggingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-debugging .github/skills/godot-debugging && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .github/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter godot-debugging --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-debugging .opencode/skills/godot-debugging && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-debugging" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/godot-debugging into .opencode/skills/godot-debugging/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godot-debuggingA skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
Godot Debugging is an agent skill from jame581/GodotPrompter. Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/performance-debugging.md`, `references/scene-tree-debugging.md` and `references/signal-tracing.md`).
It sits in Game Development, covering Game development and Debugging. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
nodeFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Debugging loads about 3k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 34 tokens; SKILL.md has 1,135 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,135 words, ~3,045 tokens.
.claude/skills/godot-debugging/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.This skill covers systematic debugging for Godot 4.3+ projects in both GDScript and C#. It covers print techniques, breakpoints, signal tracing, the built-in profiler, scene tree inspection, common error patterns, and a step-by-step debugging checklist.
Related skills: godot-optimization for performance profiling, godot-testing for regression tests after fixes, csharp-signals for C# signal debugging patterns.
Godot provides several print functions with different purposes. Choose based on the severity and context of what you are logging.
# print() — general output, space-separated values
print("Player position: ", position)
print("Health: ", health, " / ", max_health)
# print_rich() — BBCode-formatted output in the Output panel
print_rich("[color=yellow]WARNING:[/color] Enemy count exceeded limit: ", enemy_count)
print_rich("[b]State:[/b] [color=green]", current_state, "[/color]")
# push_error() — logs an error with a full stack trace; does NOT stop execution
push_error("save_game: file path is empty")
# push_warning() — logs a warning with stack trace; use for recoverable issues
push_warning("AudioStreamPlayer: bus '%s' not found, using Master" % bus_name)
# print_debug() — only prints in debug builds; stripped from release exports
print_debug("Frame delta: ", delta, " | FPS: ", Engine.get_frames_per_second())
# printerr() — prints to stderr; visible in external terminals and CI logs
printerr("Critical: physics state corrupted at frame ", Engine.get_process_frames())Formatted output patterns:
# String formatting with % operator
print("Actor [%s] dealt %d damage to [%s]" % [name, damage, target.name])
# String.format() with named placeholders
var msg := "Position: ({x}, {y}) at speed {spd}"
print(msg.format({"x": position.x, "y": position.y, "spd": velocity.length()}))
# Printing arrays and dictionaries — use str() for clean output
var inventory := {"sword": 1, "potion": 3}
print("Inventory: ", str(inventory))
# Conditional verbose logging using a project-level constant or autoload flag
if DebugConfig.verbose_ai:
print_rich("[color=cyan][AI][/color] ", agent.name, " chose action: ", chosen_action)// String interpolation
GD.Print($"Actor [{Name}] dealt {damage} damage to [{target.Name}]");
// Printing collections
var inventory = new Godot.Collections.Dictionary { { "sword", 1 }, { "potion", 3 } };
GD.Print("Inventory: ", inventory);
// Conditional verbose logging
if (DebugConfig.VerboseAi)
GD.PrintRich($"[color=cyan][AI][/color] {agent.Name} chose action: {chosenAction}");When to use each function:
| Function | Visible in Release | Stack Trace | Use For |
|---|---|---|---|
print() | Yes (if not stripped) | No | General value inspection |
print_rich() | Yes | No | Categorised, colour-coded logs |
push_error() | Yes | Yes | Invalid state, programmer errors |
push_warning() | Yes | Yes | Recoverable problems |
print_debug() | No | No | Verbose frame-level output |
printerr() | Yes | No | External terminal / CI output |
using Godot;
public partial class Player : CharacterBody3D
{
public override void _Ready()
{
// GD.Print — equivalent to GDScript print()
GD.Print("Player position: ", Position);
// GD.PrintRich — BBCode formatted
GD.PrintRich("[color=yellow]Ready called on[/color] ", Name);
// GD.PushError — logs error with stack trace
GD.PushError("_Ready: required child node missing");
// GD.PushWarning — logs warning with stack trace
GD.PushWarning("AudioBus not found, falling back to Master");
// GD.PrintErr — writes to stderr
GD.PrintErr("Critical failure in _Ready");
}
private void HandleDamage(int amount)
{
// Formatted string output
GD.Print($"[{Name}] took {amount} damage. HP: {_health}/{_maxHealth}");
}
}F9 to toggle a breakpoint on the current line.breakpoint as a statement in GDScript to trigger a programmatic breakpoint:func _physics_process(delta: float) -> void:
if velocity.length() > MAX_SPEED:
breakpoint # execution pauses here during debug runs
move_and_slide()System.Diagnostics.Debugger.Break() or attach a .NET debugger (e.g. JetBrains Rider or VS Code with the Godot extension).public override void _PhysicsProcess(double delta)
{
if (Velocity.Length() > MaxSpeed)
{
System.Diagnostics.Debugger.Break(); // pause if .NET debugger is attached
}
MoveAndSlide();
}When execution pauses at a breakpoint, the Debugger panel (bottom of the editor) provides:
While a running game is paused or mid-session:
Debugger > Monitors displays real-time engine metrics:
Click any monitor name to open its graph. Use the Add button to build custom monitor dashboards.
Inspect at runtime via node.get_signal_connection_list("signal_name") (returns Array of Dictionary with callable, flags, signal). The most common signal bugs: connecting twice (handler fires twice), forgetting to disconnect on free (warnings + dangling refs), wrong handler signature (silent miss).
See references/signal-tracing.md for the full GDScript and C# inspection helpers and the common-signal-issues catalog (double connect, deferred-free races, lambda capture lifecycle, signal-vs-Callable choice).
| Error Message | Cause | Fix |
|---|---|---|
Node not found: "Player" (relative to "...") | Wrong node path, node renamed, or accessed before it is added to the tree | Use $NodeName only in/after _ready(). Verify path with print(get_node_or_null("Player")). Use @onready. |
Attempt to call function on a null instance | Node was freed, export not assigned, or get_node() returned null | Guard with is_instance_valid(node). Check exports in Inspector. Prefer @onready var _node := $Node. |
Can't change this state while flushing queries | Modifying physics state (e.g. disabling a CollisionShape) inside a physics callback such as body_entered | Defer the change: collision_shape.set_deferred("disabled", true). |
Invalid call. Nonexistent function 'X' in base 'Y' | Calling a method that does not exist on that type, or accessing a node as the wrong type | Check class_name, cast with as, or verify the script is attached. Use has_method("X") to guard. |
Cyclic reference (on JSON.stringify or resource save) | A Resource or Dictionary references itself, directly or indirectly | Break the cycle. Use node references instead of resource references where possible, or mark sub-resources as local only. |
Cannot access member without instance | Calling an instance method as if it were static, or accessing self in a @static function | Move the call to an instance context or refactor to a proper static helper that takes data as arguments. |
Stack overflow / Maximum recursion depth reached | Infinite recursion — often a signal that triggers itself, or a setter that sets itself | Add a guard variable (_updating := true) in setters. Trace the call stack in the Debugger. |
Already connected | Calling connect() a second time on the same signal/callable pair without CONNECT_ONE_SHOT | Check is_connected() before connecting, or disconnect first, or use CONNECT_REFERENCE_COUNTED. |
Index out of bounds (index X out of size Y) | Accessing an Array or PackedArray beyond its length | Validate index before access: if index < array.size(). Use array.get(index) where available. |
Condition "p_mbuf_current..." is true / audio underrun | Audio callback missed its deadline; processing too much on the audio thread | Reduce audio bus effects, lower polyphony, or increase audio buffer size in Project Settings. |
The Profiler (Debugger → Profiler) shows per-function self-time and call counts. The Monitors tab tracks frame time, FPS, draw-call count, physics tick budget, memory. Open both during the most demanding gameplay scenario; sort the Profiler by Self time to find culprits. For draw-call bottlenecks, watch Visible/Per frame in the Monitors tab.
See references/performance-debugging.md for Profiler workflow, Monitors tab usage, draw-call bottleneck identification, physics-tick monitoring patterns. See also godot-optimization for fixes once a bottleneck is identified.
print_tree_pretty() dumps the current scene tree to stdout — the fastest way to confirm a node lives where you think. The Remote tab in the editor shows the live scene tree while the game runs. For @tool nodes, implement _get_configuration_warnings() to surface configuration errors in the editor SceneTree dock.
See references/scene-tree-debugging.md for full examples (print_tree_pretty patterns, node-group debug helpers, _get_configuration_warnings GDScript + C#).
When prints, breakpoints, and remote inspection don't immediately reveal the bug, fall back to a deliberate process: Reproduce → Isolate → Hypothesis → Trace → Fix → Verify → Add a Test. Each step gates the next; skipping ahead wastes time.
See references/systematic-method.md for the full 7-step method with concrete techniques per step (binary search, minimal repro, regression-test patterns).
print_debug() for verbose frame-level output that must not appear in release buildspush_error() / push_warning() (not print()) for invalid state and recoverable problems — they include stack tracesF9 or the breakpoint statement to pause execution rather than sprinkling printsget_signal_connection_list() before assuming a signal is wired correctlyis_instance_valid() to guard any code that runs after an await in case the node was freed during the wait© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/godot-debugging of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Debugging next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Debugging this skilljame581/GodotPrompter | 792 | — | ~3k | Automated safety check: Pass | MIT | |
| Release Managerpoingstudios/godot-admob-plugin | 631 | — | ~357 | Automated safety check: Pass | MIT | |
| Debugging CodeJetBrains/skills | 363 | 1 repos | ~3.8k | Automated safety check: Pass | None | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 631 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Manage and execute AdMob plugin releases. An agent skill from poingstudios/godot-admob-plugin.
JetBrains/skills
A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes. Godot Debugging is an agent skill from jame581/GodotPrompter.
Godot Debugging fits situations like: debugging Godot projects — remote debugger; print techniques; common error patterns and fixes.
Run `npx skills add jame581/GodotPrompter --skill godot-debugging -a claude-code`. Or copy the skill folder (skills/godot-debugging in jame581/GodotPrompter) into .claude/skills/godot-debugging in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill godot-debugging -a codex`. Or copy the skill folder (skills/godot-debugging in jame581/GodotPrompter) into .agents/skills/godot-debugging in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill godot-debugging -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-debugging, .gemini/skills/godot-debugging, .github/skills/godot-debugging and .opencode/skills/godot-debugging in your project.
Going by SKILL.md and its folder, Godot Debugging needs the command-line tools its instructions call (node).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot Debugging is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Debugging: Release Manager (poingstudios/godot-admob-plugin, 631 stars), Debugging Code (JetBrains/skills, 363 stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 631 stars) and Godot Admob Banner (poingstudios/godot-admob-plugin, 631 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.