Gdscript Advanced
jame581/GodotPrompter
A skill your agent uses when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common…
Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-debugging-profiling .claude/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .claude/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profilingType 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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-debugging-profiling .agents/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .agents/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-debugging-profiling .cursor/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .cursor/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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/thedivergentai/GD-Agentic-Skills.git --path skills/godot-debugging-profiling--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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-debugging-profiling .gemini/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .gemini/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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 thedivergentai/GD-Agentic-Skills godot-debugging-profilingInstalls 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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-debugging-profiling .github/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .github/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-debugging-profiling .opencode/skills/godot-debugging-profiling && 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-profiling" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-debugging-profiling into .opencode/skills/godot-debugging-profiling/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-debugging-profiling", 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-debugging-profilingExpert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials.
Godot Debugging Profiling is an agent skill from thedivergentai/GD-Agentic-Skills. Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Trigger on OBJECTORPHANNODECOUNT, ObjectDB growth, Visual Profiler GPU spikes, flaky headless exits, or remote device consoles. Keywords: orphan nodes, Performance.getmonitor, Visual Profiler, Time.getticksusec, EditorDebuggerPlugin, headless QA, pusherror, backtrace.
Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 24 other files, including scripts and reference files (for example `references/debug-workflows.md` and `references/migration-notes.md`).
It sits in Development, covering Performance optimization, Game development and Debugging. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.
Read from SKILL.md and the folder at commit 4c4d0ff. 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.
Ships 16 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom 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 Profiling loads about 3.3k tokens when it runs, and up to ~5k if it reads all its reference files. Until then it costs about 119 tokens; SKILL.md has 970 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); the scripts in this folder are not scanned.
The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 970 words, ~3,309 tokens.
.claude/skills/godot-debugging-profiling/SKILL.md (or your agent's skills folder). This skill also uses 22 other files; get the full folder from GitHub.print() without descriptive context — print(value) is useless. Use print("Player health:", health) with labels.if OS.is_debug_build() or use custom DEBUG const. Prints slow down release.push_warning() messages — Warnings indicate potential bugs (null refs, deprecated APIs). Fix them before they become errors.assert() for runtime validation in release — Asserts are disabled in release builds. Use if not condition: push_error() for runtime checks.--release flag.Engine.capture_script_backtraces(true) is cheap — Capturing locals allocates significant memory and can prevent objects from being deallocated, causing artificial leaks [19].push_error() or print() inside a custom Logger._log_message override — This causes infinite recursion and crashes as the logger intercepts its own output [20].OS.get_ticks_msec() for microbenchmarking — Milliseconds lack precision for logic timing; ALWAYS use Time.get_ticks_usec() for microsecond precision [22].OBJECT_ORPHAN_NODE_COUNT works in production — This monitor is strictly debug-only; it safely returns 0 in release builds, potentially hiding leaks [23].print_stack() or print_debug() in release builds — These are often stripped or useless outside the debugger. Use structured logging for production [25].EditorDebuggerPlugin in _exit_tree() — Failing to clean up leaves "ghost" connections in the engine's debugging loop [27].MANDATORY for the matching row. Do NOT Load every debug script for one bug.
| Symptom | Monitor / API | Script |
|---|---|---|
| Nodes removed but RAM climbs | OBJECT_ORPHAN_NODE_COUNT (debug) | MANDATORY orphan_node_detector.gd |
| ObjectDB / instance growth | custom monitors + dump | memory_usage_threshold_alert.gd, scene_tree_dump.gd |
| GPU / overdraw mystery | Visual Profiler (briefly) | Pair with perf skill; use performance_plotter.gd for trends — do not leave Visual Profiler on |
| Flaky headless / CI exit | exit codes + asserts | MANDATORY automated_qa_suite.gd, push_error_safe_exit.gd |
| Microbenchmark lies | Time.get_ticks_usec | MANDATORY high_precision_benchmarker.gd |
| Crash needs locals | backtraces (debug only) | advanced_backtrace_recorder.gd, stack_trace_logger.gd |
| Engine errors to backend | Logger intercept | engine_error_interceptor.gd — never print inside Logger |
| Custom Debugger metrics | Monitors tab | custom_editor_monitor.gd, debugger_tab_plugin.gd |
| Mobile/console no stdout | in-game console | remote_debug_console.gd, debug_overlay.gd (debug builds only) |
| Thread races / log corruption | mutex logger / asserts | thread_safe_logger.gd, thread_safety_assert.gd |
| Invisible logic (AI/physics) | debug draw / gizmos | custom_debug_draw.gd, property_watcher_gizmo.gd |
| Conditional halt | hardcoded break | break_on_condition.gd |
| Editor vs runtime paths | Engine.is_editor_hint | engine_editor_hint_logic.gd |
_exit_tree()--release with V-Sync off; never trust Debug-build timings.print_stack() in anything that might ship.godot-performance-optimization after the symptom tree identifies the bottleneck class.MANDATORY for print/breakpoint workflow depth, profiler interpretation, and expert CI/GPU/thread patterns: debug-workflows.md. Do NOT Load when the symptom → script table above already routes you.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
print / push_warning / push_error surface in the editor and why noisy release logs hide real faults.Performance.add_custom_monitor so game-specific metrics appear next to engine monitors.Logger registration, file sinks, and recursion hazards when logging from inside log handlers.--script / export flags for automated QA and CI exit-code runners.OBJECT_ORPHAN_NODE_COUNT, memory, render) used by overlays and leak detectors.assert/push_error, and Time APIs underpin benchmarks, breakpoints, and stack helpers.quit exit codes.© thedivergentai, LGPL-3.0. 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 22 other files (scripts, references) in skills/godot-debugging-profiling of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot Debugging Profiling 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 Profiling this skillthedivergentai/GD-Agentic-Skills | 816 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Gdscript Advancedjame581/GodotPrompter | 799 | — | ~3.4k | Automated safety check: Pass | MIT | |
| Godot Debuggingjame581/GodotPrompter | 799 | — | ~3k | Automated safety check: Pass | MIT | |
| Debugging CodeJetBrains/skills | 366 | 1 repos | ~3.8k | Automated safety check: Pass | None | |
| Discover Debuggingrand/cc-polymath | 181 | — | ~519 | Automated safety check: Pass | MIT | |
| Godot Optimizationjame581/GodotPrompter | 799 | — | ~3k | Automated safety check: Pass | MIT |
jame581/GodotPrompter
A skill your agent uses when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common…
jame581/GodotPrompter
A skill your agent uses when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
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…
rand/cc-polymath
Automatically discover debugging and profiling skills when working with GDB, LLDB, breakpoints, profiling, stack traces, memory leaks, core dumps, or performance profiling.
jame581/GodotPrompter
A skill your agent uses when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
microsoft/XBOX-Godot-Sample
First-pass evaluation of a GitHub issue against this repository's code: classify it, find the relevant code, reason about likely causes or fit, flag version differences and missing information, and…
thedivergentai/GD-Agentic-Skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
thedivergentai/GD-Agentic-Skills
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control…
thedivergentai/GD-Agentic-Skills
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…
thedivergentai/GD-Agentic-Skills
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237…
thedivergentai/GD-Agentic-Skills
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…
Works with
Categories
Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Godot Debugging Profiling is an agent skill from thedivergentai/GD-Agentic-Skills. Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials.
Godot Debugging Profiling fits situations like: OBJECTORPHANNODECOUNT; objectDB growth; visual Profiler GPU spikes; flaky headless exits.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a claude-code`. Or copy the skill folder (skills/godot-debugging-profiling in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-debugging-profiling in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a codex`. Or copy the skill folder (skills/godot-debugging-profiling in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-debugging-profiling 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 thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -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-profiling, .gemini/skills/godot-debugging-profiling, .github/skills/godot-debugging-profiling and .opencode/skills/godot-debugging-profiling in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Debugging Profiling is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Godot Debugging Profiling is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.3k tokens (SKILL.md is roughly 13k 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 1.7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Debugging Profiling: Gdscript Advanced (jame581/GodotPrompter, 799 stars), Godot Debugging (jame581/GodotPrompter, 799 stars), Debugging Code (JetBrains/skills, 366 stars) and Discover Debugging (rand/cc-polymath, 181 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 816 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.
Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.