debug-issue

A skill for systematically debugging Godot games using decision trees for physics, signals, rendering, navigation, and input. Godot is a game engine.

In plain words
What is it for?
Investigating missing collisions, signals that do not run, invisible or incorrectly rendered objects, navigation failures, and ignored or duplicated input.
Why use it?
It narrows common game problems to likely causes instead of requiring unfocused trial and error.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/n24q02m/claude-plugins/debug-issue
Any agent
npx skills add n24q02m/claude-plugins --skill debug-issue
Clone the repo
git clone --depth 1 https://github.com/n24q02m/claude-plugins

Made for: Claude Code, Codex.

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. Scan, not verified.
Origin 100% copy Near-identical to another mod 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 $0.00023 $0.01457
Opus 5 $0.00012 $0.00728
Sonnet 5 $0.00005 $0.00291
Haiku 4.5 $0.00002 $0.00146

Measured 2d ago against content hash 9cb105460376, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 2d 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

This is a copy

100% identical to debug-issue — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/better-godot-mcp/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. 2d 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/claude-plugins (3 stars, last pushed 2d 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. A static security scan graded it A with 0 findings. It is 100% identical to debug-issue, differing in 0 lines, and is treated as a copy.

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