Agent skill

Godot Debugging Profiling

by thedivergentai in 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.

LGPL-3.0Auto-check passedDevelopment

Install Godot Debugging Profiling

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-debugging-profiling --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/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-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-profiling
GitHub stars
816
Token cost
~3.3k tokens
SKILL.md length
970 words
Files
23 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

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.

  • OBJECTORPHANNODECOUNT
  • SKILL.md covers NEVER Do, Symptom → Monitor → Script, Available Scripts (full catalog) and Expert Pointers, plus 1 more section
  • ObjectDB growth
  • Visual Profiler GPU spikes

What it does

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.

When your agent uses it

  • OBJECTORPHANNODECOUNT
  • ObjectDB growth
  • Visual Profiler GPU spikes
  • Flaky headless exits

Example prompts

  • “/godot-debugging-profiling”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 16 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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 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.

Always · name and description, kept in context so the agent knows when to use it
~119
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 970 words, ~3,309 tokens.

Download SKILL.mdSave it as .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.
name
godot-debugging-profiling
description
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 OBJECT_ORPHAN_NODE_COUNT, ObjectDB growth, Visual Profiler GPU spikes, flaky headless exits, or remote device consoles. Keywords: orphan nodes, Performance.get_monitor, Visual Profiler, Time.get_ticks_usec, EditorDebuggerPlugin, headless QA, push_error, backtrace.

NEVER Do

  • NEVER use print() without descriptive context — print(value) is useless. Use print("Player health:", health) with labels.
  • NEVER leave debug prints in release builds — Wrap in if OS.is_debug_build() or use custom DEBUG const. Prints slow down release.
  • NEVER ignore push_warning() messages — Warnings indicate potential bugs (null refs, deprecated APIs). Fix them before they become errors.
  • NEVER use assert() for runtime validation in release — Asserts are disabled in release builds. Use if not condition: push_error() for runtime checks.
  • NEVER profile in debug mode — Debug builds are 5-10x slower. Always profile with release exports or --release flag.
  • NEVER assume Engine.capture_script_backtraces(true) is cheap — Capturing locals allocates significant memory and can prevent objects from being deallocated, causing artificial leaks [19].
  • NEVER call 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].
  • NEVER leave the Visual Profiler running during gameplay tests — Continuous polling degrades framerates significantly, invalidating actual performance metrics [21].
  • NEVER rely on OS.get_ticks_msec() for microbenchmarking — Milliseconds lack precision for logic timing; ALWAYS use Time.get_ticks_usec() for microsecond precision [22].
  • NEVER assume OBJECT_ORPHAN_NODE_COUNT works in production — This monitor is strictly debug-only; it safely returns 0 in release builds, potentially hiding leaks [23].
  • NEVER benchmark with V-Sync enabled — V-Sync throttles metrics to the monitor refresh rate, masking the true CPU/GPU processing overhead [24].
  • NEVER leave print_stack() or print_debug() in release builds — These are often stripped or useless outside the debugger. Use structured logging for production [25].
  • NEVER strip debugging symbols if using external C++ profilers — Stripping destroys call stack readability for external tools like Perfetto or VerySleepy [26].
  • NEVER forget to unregister an EditorDebuggerPlugin in _exit_tree() — Failing to clean up leaves "ghost" connections in the engine's debugging loop [27].
  • NEVER trust the Visual Profiler on macOS when using the Compatibility renderer — Platform-specific driver limitations severely restrict OpenGL profiling accuracy on macOS [28].

Symptom → Monitor → Script

MANDATORY for the matching row. Do NOT Load every debug script for one bug.

SymptomMonitor / APIScript
Nodes removed but RAM climbsOBJECT_ORPHAN_NODE_COUNT (debug)MANDATORY orphan_node_detector.gd
ObjectDB / instance growthcustom monitors + dumpmemory_usage_threshold_alert.gd, scene_tree_dump.gd
GPU / overdraw mysteryVisual Profiler (briefly)Pair with perf skill; use performance_plotter.gd for trends — do not leave Visual Profiler on
Flaky headless / CI exitexit codes + assertsMANDATORY automated_qa_suite.gd, push_error_safe_exit.gd
Microbenchmark liesTime.get_ticks_usecMANDATORY high_precision_benchmarker.gd
Crash needs localsbacktraces (debug only)advanced_backtrace_recorder.gd, stack_trace_logger.gd
Engine errors to backendLogger interceptengine_error_interceptor.gd — never print inside Logger
Custom Debugger metricsMonitors tabcustom_editor_monitor.gd, debugger_tab_plugin.gd
Mobile/console no stdoutin-game consoleremote_debug_console.gd, debug_overlay.gd (debug builds only)
Thread races / log corruptionmutex logger / assertsthread_safe_logger.gd, thread_safety_assert.gd
Invisible logic (AI/physics)debug draw / gizmoscustom_debug_draw.gd, property_watcher_gizmo.gd
Conditional halthardcoded breakbreak_on_condition.gd
Editor vs runtime pathsEngine.is_editor_hintengine_editor_hint_logic.gd

Available Scripts (full catalog)

Leaks & memory
Timing & QA
Errors, stacks, threads
Editor / remote / viz

Expert Pointers

  • Profile release/--release with V-Sync off; never trust Debug-build timings.
  • Prefer structured logs over print_stack() in anything that might ship.
  • Escalate sustained FPS issues to 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.

Reference

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.

Show full SKILL.md (397 more words)Show less
Official Documentation
  • Overview of debugging tools — Map of remote scene tree, breakpoints, Output, and profiler entry points before picking a deeper page.
  • Debugger panel — Stack, variables, breakpoints, errors, and monitors used for live remote debug sessions.
  • The profiler — Time and visual profilers: why you profile release-like builds and how frame charts isolate CPU/GPU spikes.
  • Output panel — How print / push_warning / push_error surface in the editor and why noisy release logs hide real faults.
  • ObjectDB profiler — Before/after ObjectDB snapshots for RefCounted cycles and leaked instances that orphan monitors miss.
  • Custom performance monitors — Performance.add_custom_monitor so game-specific metrics appear next to engine monitors.
  • Logging — Custom Logger registration, file sinks, and recursion hazards when logging from inside log handlers.
  • Command line tutorial — Headless --script / export flags for automated QA and CI exit-code runners.
  • CPU optimization — Interpreting profiler hotspots into GDScript/server/thread fixes after measurement.
  • Using multiple threads — Worker-thread rules that motivate thread-safety asserts and mutexed loggers.
  • Thread-safe APIs — Which servers/APIs may be called off-main-thread without corrupting the SceneTree.
  • Performance — Built-in monitors (OBJECT_ORPHAN_NODE_COUNT, memory, render) used by overlays and leak detectors.
Prerequisites
  • godot-project-foundations — Debug/release feature tags, project settings, and Autoload layout must exist before debugger plugins or global monitors.
  • godot-gdscript-mastery — Typed Callables, assert/push_error, and Time APIs underpin benchmarks, breakpoints, and stack helpers.
Complements
  • godot-performance-optimization — After the profiler names a hotspot, apply pooling, culling, and MultiMesh fixes from that skill.
  • godot-testing-patterns — GUT/assert/CI patterns pair with headless QA suites and deterministic quit exit codes.
  • godot-export-builds — Profile and remote-debug against real export templates; debug symbols and strip settings matter for external profilers.
  • godot-scene-management — Scene swap lifetime bugs show up as orphan-node growth; use tree dumps when loaders fail to free.
  • godot-signal-architecture — Ghost listeners and deferred connects often explain “why is this still running?” stack traces.
  • godot-autoload-architecture — Global loggers, monitors, and error interceptors belong in Autoloads with clear boot order.
  • godot-server-architecture — When debug draw or metrics push into Rendering/Physics servers, keep server ownership separate from nodes.
Downstream / consumers
  • godot-auditor — Consumes debugger/profiler evidence when enforcing never-lists and architectural integrity reviews.
  • godot-platform-mobile — Device remote debug and on-screen consoles are required when desktop Output is unavailable.
  • godot-monte-carlo-balancer — Headless microbenchmarks and CI QA feed balance sims that need stable timing and exit codes.
  • godot-multiplayer-networking — Networked games need remote inspectors and structured logs across peers without flooding the Output panel.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting debug or perf concern.

© 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

Files

SKILL.md and 22 other files (scripts, references) in skills/godot-debugging-profiling of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/debug-workflows.md
  • references/migration-notes.md
  • scripts/advanced_backtrace_recorder.gd
  • scripts/automated_qa_suite.gd
  • scripts/break_on_condition.gd
  • scripts/custom_debug_draw.gd
  • scripts/custom_editor_monitor.gd
  • scripts/debug_overlay.gd
  • scripts/debugger_tab_plugin.gd
  • scripts/engine_editor_hint_logic.gd
  • scripts/engine_error_interceptor.gd
  • scripts/high_precision_benchmarker.gd
  • scripts/memory_usage_threshold_alert.gd
  • scripts/orphan_node_detector.gd
  • scripts/performance_plotter.gd
  • scripts/property_watcher_gizmo.gd
  • scripts/push_error_safe_exit.gd
  • scripts/remote_debug_console.gd
  • … and 4 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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.

Godot Debugging Profiling compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Debugging Profiling this skillthedivergentai/GD-Agentic-Skills816—~3.3kAutomated safety check: PassLGPL-3.0
Gdscript Advancedjame581/GodotPrompter799—~3.4kAutomated safety check: PassMIT
Godot Debuggingjame581/GodotPrompter799—~3kAutomated safety check: PassMIT
Debugging CodeJetBrains/skills3661 repos~3.8kAutomated safety check: PassNone
Discover Debuggingrand/cc-polymath181—~519Automated safety check: PassMIT
Godot Optimizationjame581/GodotPrompter799—~3kAutomated safety check: PassMIT

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Works with

Questions about Godot Debugging Profiling

What does Godot Debugging Profiling do?

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.

When should I use Godot Debugging Profiling?

Godot Debugging Profiling fits situations like: OBJECTORPHANNODECOUNT; objectDB growth; visual Profiler GPU spikes; flaky headless exits.

How do I install Godot Debugging Profiling in Claude Code?

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.

How do I install Godot Debugging Profiling in Codex?

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.

Can I use Godot Debugging Profiling 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 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.

What does Godot Debugging Profiling need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Debugging Profiling is instructions for the agent only.

Does Godot Debugging Profiling access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Debugging Profiling 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Debugging Profiling use?

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.

How many tokens does Godot Debugging Profiling use?

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.

What are the alternatives to Godot Debugging Profiling?

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.

Who maintains Godot Debugging Profiling?

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.