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.
npx skills add n24q02m/better-godot-mcp --skill debug-issuegit clone --depth 1 https://github.com/n24q02m/better-godot-mcpWrote 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.
[](https://agentmods.dev/skills/n24q02m/better-godot-mcp/debug-issue)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- debug-issue — 100% identical, 0 lines differ
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:
-
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_maskhas a bit that matches B'scollision_layer. Both must be set correctly.
- Check defined layer names:
-
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.
- Inspect the scene tree:
-
Wrong body type:
StaticBody2D: immovable (walls, floors)CharacterBody2D: player/NPC movement viamove_and_slide()RigidBody2D: physics-driven (projectiles, debris)- Common mistake: using
RigidBody2Dfor a player character, then fighting the physics engine
-
Script velocity issues:
- Read the script:
scripts(action="read", script_path="res://scripts/<name>.gd") - Check if
velocityis being set beforemove_and_slide() - Check if gravity is applied in
_physics_process(not_process) - Check if
deltais used for frame-independent movement
- Read the script:
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.
- 1mo ago First seen · 142 lines · 23 tokens per session scan A 9cb105460376
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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api-linter
MCP definition linter rules reference. Use when bun run lint:mcp or bun run devcheck reports a lint error or warning (format-parity, schema-is-object, name-format, server-json-, etc.) and you need to understand the rule, its severity, and how to fix it. Every rule ID the linter emits has an entry in this doc.
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report-issue-local
File a bug or feature request against this MCP server's own repo. Use for server-specific issues — tool logic, service integrations, config problems, or domain bugs that aren't caused by the framework.