debug-godot-game

debug-godot-game is a skill for Claude Code, Codex from beremaran/godot-agent-loop. It costs 69 tokens per session (874 once invoked), scanned A, original, MIT.

A troubleshooting guide for Godot 4, a game engine, that helps find and repair reproducible problems in games.

In plain words
What is it for?
Use it to investigate and fix scripts, scenes, resources, input, timing, graphics, audio, exports, toolchain issues, and regressions in Godot 4.7 or later.
Why use it?
It gives a structured way to isolate the cause of crashes, broken scenes, incorrect game behavior, and other failures before applying a small repair.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the godot-agent-loop plugin — 4 skills, 1 MCP server shipped together

Good fit Use it to investigate and fix scripts, scenes, resources, input, timing, graphics, audio, exports, toolchain issues, and regressions in Godot 4.7 or later.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/beremaran/godot-agent-loop/debug-godot-game
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add beremaran/godot-agent-loop --skill debug-godot-game
Clone the repo
git clone --depth 1 https://github.com/beremaran/godot-agent-loop

Made for: Claude Code, Codex.

Or install godot-agent-loop, the plugin that ships this one along with the rest of its 4 skills, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for debug-godot-game

README.md
[![agentmods](https://agentmods.dev/badge/skills/beremaran/godot-agent-loop/debug-godot-game.svg)](https://agentmods.dev/skills/beremaran/godot-agent-loop/debug-godot-game)
Your own site
<a href="https://agentmods.dev/skills/beremaran/godot-agent-loop/debug-godot-game"><img src="https://agentmods.dev/badge/skills/beremaran/godot-agent-loop/debug-godot-game.svg" alt="Measured on agentmods" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 874 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00069 $0.00874
Opus 5 $0.00034 $0.00437
Sonnet 5 $0.00014 $0.00175
Haiku 4.5 $0.00007 $0.00087

Measured 8d ago against content hash 82c9b503bbb2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

debug-godot-game scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

agent-plugin/skills/debug-godot-game/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Debug a Godot game

Preserve the failure, isolate one cause, apply the smallest repair, and rerun the same reproduction. Godot Agent Loop supports Godot 4.7 or later; report older engine behavior as outside the supported boundary.

Control contract

  • Validate projectPath against effective MCP roots and allowed directories before mutation. Preserve a reproducible baseline and changed-file snapshot.
  • Record whether the user requested watched or unattended work. For watched work, call editor_session with ensure and launch enabled; stop if a usable editor cannot be established instead of silently continuing detached. Unattended repairs use the host's normal file tools on .tscn, .gd, and project.godot.
  • Distinguish persistent scene/resource/script/settings repair from runtime-ephemeral observation or mutation. Stop the runtime before persistent repair unless an editor-native operation is explicitly safe during play and record why.
  • Use canonical core tools directly (compact is only the compatibility alias). Resolve hidden game_get_property, game_set_property, game_call_method, and game_eval through godot_catalog detail, then invoke them with godot_call; never call a hidden tool directly.
  • If Pause Agent blocks a mutation, do not retry or bypass it. Continue only observation or safe teardown and report the effective blocked tool.
  • Use privileged reflection or evaluation only when its group is already enabled, the hypothesis requires it, and safer observations cannot distinguish the cause.

Workflow

  1. Reproduce before editing. Use realtime run_project for visual or timing complaints and repeat the user's exact input or a bounded game_scenario.
  2. Capture the minimum distinguishing evidence: cursor-bounded game_get_logs, game_get_errors, concise game_get_scene_tree/game_get_ui/game_get_node_info state, and game_screenshot only when rendering matters.
  3. Classify the failing boundary: parse/startup, persistent scene/resource, import, runtime state, input/timing, rendering, audio, export, or platform/toolchain.
  4. State one falsifiable hypothesis and one observation that distinguishes it from the nearest alternative. Change one independent variable per trial; do not disable multiple systems and infer a single cause.
  5. Drive input through game_scenario. Use a game_key_hold step for continuous movement with a bounded wait or observation and a release in the same scenario; do not hand-assemble repeated game_key_press taps. Never leave input held across a separate MCP call or while reasoning. Use bounded game_wait_until, never manual sleeps.
  6. Stop the project before persistent repair. Apply the smallest matching scene, script, resource, or setting change as one coherent undoable change through editor_transaction (watched) or the host's file tools.
  7. Run run_project_tests discovery or headless checks before runtime proof. Repeat the exact baseline, stress/recovery input, and observation; then run adjacent regression checks with verify_project or run_project_tests.
  8. Separate measured FPS/frame time/process/render data from unavailable GPU metrics and subjective reports of feel. Do not substitute simulation counters for displayed frame pacing.
  9. Release held input, call stop_project, remove only identified probes and MCP-owned transient artifacts, and independently check cleanup.

Read the full file on GitHub · 70 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 70 lines · 69 tokens per session scan A 82c9b503bbb2

Subscribe to this mod's changes

debug-godot-game is a skill published in the GitHub repository beremaran/godot-agent-loop (5 stars, last pushed 2d ago), licensed MIT. It adds 69 tokens to every session and 874 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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