debug-issue

debug-issue is a skill for Claude Code from n24q02m/better-godot-mcp. It costs 23 tokens per session (1,457 once invoked), scanned A, original, Apache-2.0.

A set of decision trees for debugging Godot games, covering physics, signals, rendering, navigation, and input. Godot is a game engine, and signals are its event notifications between objects.

In plain words
What is it for?
It helps investigate collision layers, unconnected signals, rendering problems, navigation failures, and keyboard or controller input issues.
Why use it?
It replaces random troubleshooting with checks ordered by symptom and likely cause. This helps narrow issues such as missing collisions, invisible objects, broken paths, or ignored input.

Skill for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the better-godot-mcp plugin — 3 skills, 1 MCP server shipped together

Good fit It helps investigate collision layers, unconnected signals, rendering problems, navigation failures, and keyboard or controller input issues.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/n24q02m/better-godot-mcp/debug-issue
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 n24q02m/better-godot-mcp --skill debug-issue
Clone the repo
git clone --depth 1 https://github.com/n24q02m/better-godot-mcp

Made for: Claude Code.

Or install better-godot-mcp, the plugin that ships this one along with the rest of its 3 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-issue

README.md
[![agentmods](https://agentmods.dev/badge/skills/n24q02m/better-godot-mcp/debug-issue/github.svg)](https://agentmods.dev/skills/n24q02m/better-godot-mcp/debug-issue)
Your own site
<a href="https://agentmods.dev/skills/n24q02m/better-godot-mcp/debug-issue"><img src="https://agentmods.dev/badge/skills/n24q02m/better-godot-mcp/debug-issue/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 debug-issue

Your own site · 80×15
<a href="https://agentmods.dev/skills/n24q02m/better-godot-mcp/debug-issue"><img src="https://agentmods.dev/badge/skills/n24q02m/better-godot-mcp/debug-issue.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,457 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 $0.00023 $0.01457
Opus 5.5 $0.00009 $0.00583
Sonnet 5.5 $0.00005 $0.00291
Haiku 4.5 $0.00002 $0.00146

Measured 1mo ago against content hash 9cb105460376, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

debug-issue 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 1mo 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/debug-issue/SKILL.md · 142 lines

How it starts

The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Debug Issue

Systematic debugging using domain-specific decision trees. Start by identifying the symptom category, then follow the corresponding tree.

Category Detection

Map user's symptom to the right tree:

Symptom keywords Category
"pass through", "no collision", "overlap", "stuck", "slides off" Physics
"signal not firing", "not connected", "callback not called" Signals
"invisible", "not showing", "behind", "flickering", "wrong color" Rendering
"not moving to target", "path wrong", "stuck on nav", "no path" Navigation
"key not working", "input ignored", "wrong button", "double input" Input

Physics Decision Tree

Check in this order -- each step is the most common cause at that point:

  1. Collision layer/mask mismatch (most common):

    • Check defined layer names: physics(action="layers")
    • Check node properties:
      nodes(action="get_property", scene_path="<scene>.tscn", name="<body>", property="collision_layer")
      nodes(action="get_property", scene_path="<scene>.tscn", name="<body>", property="collision_mask")
      
    • Rule: Object A detects Object B only if A's collision_mask has a bit that matches B's collision_layer. Both must be set correctly.
  2. Missing CollisionShape2D/3D:

    • Inspect the scene tree: scenes(action="info", scene_path="<scene>.tscn")
    • Verify every physics body and Area has a CollisionShape child. A body without a shape = invisible to physics.
  3. Wrong body type:

    • StaticBody2D: immovable (walls, floors)
    • CharacterBody2D: player/NPC movement via move_and_slide()
    • RigidBody2D: physics-driven (projectiles, debris)
    • Common mistake: using RigidBody2D for a player character, then fighting the physics engine
  4. Script velocity issues:

    • Read the script: scripts(action="read", script_path="res://scripts/<name>.gd")
    • Check if velocity is being set before move_and_slide()
    • Check if gravity is applied in _physics_process (not _process)
    • Check if delta is used for frame-independent movement

Read the full file on GitHub · 142 lines

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. 1mo ago First seen · 142 lines · 23 tokens per session scan A 9cb105460376

Subscribe to this mod's changes

debug-issue is a skill published in the GitHub repository n24q02m/better-godot-mcp (36 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 23 tokens to every session and 1,457 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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