Agent skill

Godot Debugging

by jame581 in jame581/GodotPrompter

A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

MITAuto-check passedGame Development

Install Godot Debugging

skills CLI
$ npx skills add jame581/GodotPrompter --skill godot-debugging -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter godot-debugging --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
godot-debugging
GitHub stars
792
Token cost
~3k tokens
SKILL.md length
1,135 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

  • Works in 8 steps: Print Debugging → Breakpoints and the Remote Debugger → Signal Debugging → …
  • Debugging Godot projects — remote debugger
  • SKILL.md covers 1. Print Debugging, 2. Breakpoints and the Remote…, 3. Signal Debugging and 4. Common Error Patterns, plus 4 more sections
  • Calls node

What it does

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.

When your agent uses it

  • Debugging Godot projects — remote debugger
  • Print techniques
  • Common error patterns and fixes

Example prompts

  • “/godot-debugging”

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Print Debugging
  2. Breakpoints and the Remote Debugger
  3. Signal Debugging
  4. Common Error Patterns
  5. Performance Debugging
  6. Scene Tree Debugging
  7. Systematic Debugging Method
  8. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~34
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.4k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,135 words, ~3,045 tokens.

Download SKILL.mdSave it as .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.
name
godot-debugging
description
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

Godot Debugging

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.


1. Print Debugging

GDScript

Godot provides several print functions with different purposes. Choose based on the severity and context of what you are logging.

gdscript
# 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:

gdscript
# 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)
csharp
// 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:

FunctionVisible in ReleaseStack TraceUse For
print()Yes (if not stripped)NoGeneral value inspection
print_rich()YesNoCategorised, colour-coded logs
push_error()YesYesInvalid state, programmer errors
push_warning()YesYesRecoverable problems
print_debug()NoNoVerbose frame-level output
printerr()YesNoExternal terminal / CI output
C#
csharp
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}");
    }
}

2. Breakpoints and the Remote Debugger

Setting Breakpoints
  • Click the gutter (left of line numbers) in the Script editor to toggle a breakpoint. A red dot appears.
  • Use F9 to toggle a breakpoint on the current line.
  • Use breakpoint as a statement in GDScript to trigger a programmatic breakpoint:
gdscript
func _physics_process(delta: float) -> void:
    if velocity.length() > MAX_SPEED:
        breakpoint  # execution pauses here during debug runs
    move_and_slide()
  • In C#, use System.Diagnostics.Debugger.Break() or attach a .NET debugger (e.g. JetBrains Rider or VS Code with the Godot extension).
csharp
public override void _PhysicsProcess(double delta)
{
    if (Velocity.Length() > MaxSpeed)
    {
        System.Diagnostics.Debugger.Break(); // pause if .NET debugger is attached
    }
    MoveAndSlide();
}
Using the Built-in Debugger Panel

When execution pauses at a breakpoint, the Debugger panel (bottom of the editor) provides:

  • Stack Frames — the full call stack; click a frame to inspect its local variables.
  • Locals / Members / Globals — inspect and modify variable values live.
  • Step Into (F11) / Step Over (F10) / Step Out (Shift+F11) — navigate execution line by line.
  • Continue (F5) — resume execution until the next breakpoint.
Remote Scene Inspector

While a running game is paused or mid-session:

  1. Open Debugger > Remote tab in the editor.
  2. Click Remote in the Scene panel (top-left toggle next to "Scene") to switch the scene tree to the live view.
  3. Click any live node to inspect its current properties in the Inspector.
  4. Property changes made here are applied immediately for testing.
Monitors Tab

Debugger > Monitors displays real-time engine metrics:

  • FPS / Process time / Physics time — spot performance regressions.
  • Video RAM / Object count / Node count — track memory growth.
  • Physics 2D/3D collision pairs — identify expensive physics scenes.
  • Audio latency — catch audio callback overruns.

Click any monitor name to open its graph. Use the Add button to build custom monitor dashboards.


3. Signal Debugging

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).


4. Common Error Patterns

Error MessageCauseFix
Node not found: "Player" (relative to "...")Wrong node path, node renamed, or accessed before it is added to the treeUse $NodeName only in/after _ready(). Verify path with print(get_node_or_null("Player")). Use @onready.
Attempt to call function on a null instanceNode was freed, export not assigned, or get_node() returned nullGuard with is_instance_valid(node). Check exports in Inspector. Prefer @onready var _node := $Node.
Can't change this state while flushing queriesModifying physics state (e.g. disabling a CollisionShape) inside a physics callback such as body_enteredDefer 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 typeCheck 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 indirectlyBreak the cycle. Use node references instead of resource references where possible, or mark sub-resources as local only.
Cannot access member without instanceCalling an instance method as if it were static, or accessing self in a @static functionMove the call to an instance context or refactor to a proper static helper that takes data as arguments.
Stack overflow / Maximum recursion depth reachedInfinite recursion — often a signal that triggers itself, or a setter that sets itselfAdd a guard variable (_updating := true) in setters. Trace the call stack in the Debugger.
Already connectedCalling connect() a second time on the same signal/callable pair without CONNECT_ONE_SHOTCheck 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 lengthValidate index before access: if index < array.size(). Use array.get(index) where available.
Condition "p_mbuf_current..." is true / audio underrunAudio callback missed its deadline; processing too much on the audio threadReduce audio bus effects, lower polyphony, or increase audio buffer size in Project Settings.

Show full SKILL.md (356 more words)Show less

5. Performance Debugging

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.


6. Scene Tree Debugging

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#).


7. Systematic Debugging Method

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).


8. Implementation Checklist

  • Use print_debug() for verbose frame-level output that must not appear in release builds
  • Use push_error() / push_warning() (not print()) for invalid state and recoverable problems — they include stack traces
  • Set a breakpoint with F9 or the breakpoint statement to pause execution rather than sprinkling prints
  • Check signal connections with get_signal_connection_list() before assuming a signal is wired correctly
  • Inspect the live scene tree with Scene → Remote during a debug session to verify runtime node state
  • Open Debugger → Profiler to measure Self time before optimizing — identify the real bottleneck first
  • Watch Debugger → Monitors for growing Object Count or Video RAM that indicate a leak
  • Use is_instance_valid() to guard any code that runs after an await in case the node was freed during the wait
  • Follow the Reproduce → Isolate → Hypothesize → Trace → Fix → Verify → Test order; do not skip ahead to a fix
  • Write a named regression test after fixing a bug so the same failure cannot silently recur

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/godot-debugging of jame581/GodotPrompter.

  • SKILL.md
  • references/performance-debugging.md
  • references/scene-tree-debugging.md
  • references/signal-tracing.md
  • references/systematic-method.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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Godot Admob App Openpoingstudios/godot-admob-plugin631—~1kAutomated safety check: PassMIT
Godot Admob Bannerpoingstudios/godot-admob-plugin631—~718Automated safety check: PassMIT
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Works with

Questions about Godot Debugging

What does Godot Debugging do?

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.

When should I use Godot Debugging?

Godot Debugging fits situations like: debugging Godot projects — remote debugger; print techniques; common error patterns and fixes.

How do I install Godot Debugging in Claude Code?

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.

How do I install Godot Debugging in Codex?

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.

Can I use Godot Debugging in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Godot Debugging need to run?

Going by SKILL.md and its folder, Godot Debugging needs the command-line tools its instructions call (node).

Does Godot Debugging access the network?

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.

Is Godot Debugging safe to install?

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.

What licence does Godot Debugging use?

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.

How many tokens does Godot Debugging use?

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.

What are the alternatives to Godot Debugging?

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.

Who maintains Godot Debugging?

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.