godot-debugging

godot-debugging is a skill for Claude Code from jame581/GodotPrompter. It costs 26 tokens per session (2,921 once invoked), scanned A, original, MIT.

A guide to finding and fixing problems in Godot 4.3 and later projects, using logs, breakpoints, signal tracing, the profiler, and the scene tree inspector.

In plain words
What is it for?
Use it to investigate script errors, inspect running scenes, trace signals, measure performance, and diagnose recurring Godot problems in GDScript or C#.
Why use it?
It provides a systematic way to locate runtime errors, unexpected events, and performance issues instead of relying on guesswork.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit Use it to investigate script errors, inspect running scenes, trace signals, measure performance, and diagnose recurring Godot problems in GDScript or C#.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/godot-debugging
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 jame581/GodotPrompter --skill godot-debugging
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 61 skills, 9 agents, 2 hooks.

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 godot-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/godot-debugging/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/godot-debugging)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-debugging"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-debugging/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-debugging

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-debugging"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-debugging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,921 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00026 $0.02921
Opus 5.5 $0.00010 $0.01168
Sonnet 5.5 $0.00005 $0.00584
Haiku 4.5 $0.00003 $0.00292

Measured today against content hash 37b8e1bd0ccc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

godot-debugging 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 today.

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.

skills/godot-debugging/SKILL.md · 241 lines

How it starts

The opening of the file, as written. The whole thing — 241 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

# 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() — print() plus the calling file:line when the debugger is attached;
# it still prints in release exports (guard with OS.is_debug_build() to silence it)
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)

Read the full file on GitHub · 241 lines

Files

What ships with it

4 files 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. today Changed · +1 lines 37b8e1bd0ccc
  2. 1mo ago First seen · 240 lines · 26 tokens per session scan A 15e997ee3cd5

Subscribe to this mod's changes

godot-debugging is a skill published in the GitHub repository jame581/GodotPrompter (863 stars, last pushed today), licensed MIT. It adds 26 tokens to every session and 2,921 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.

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