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 nguyenchiencong/godot-mcp-cli --skill godot-debugginggit clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cliWrote 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/nguyenchiencong/godot-mcp-cli/godot-debugging)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-debugging"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/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.
<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-debugging"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-debugging.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 | $0.00092 | $0.00891 |
| Opus 5.5 | $0.00037 | $0.00356 |
| Sonnet 5.5 | $0.00018 | $0.00178 |
| Haiku 4.5 | $0.00009 | $0.00089 |
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 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.
How it starts
The opening of the file, as written. The whole thing — 99 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Debugging
Critical rule
Debugger tools require the project to run in debug mode: start with run_project (F5) or run_specific_scene, never run_current_scene (F6). F6 runs without the debugger, and debugger tools will report no active session.
Quick start
godot-mcp debugger_enable_events
godot-mcp debugger_set_breakpoint --script-path "res://player.gd" --line 42
godot-mcp run_project
godot-mcp debugger_get_current_state
Call debugger_enable_events FIRST, before setting breakpoints, to receive real-time breakpoint-hit and execution-change notifications.
Workflows
Breakpoint debugging
-
Enable events and set breakpoints, then run the project (F5 mode):
godot-mcp debugger_enable_events godot-mcp debugger_set_breakpoint --script-path "res://player.gd" --line 42 godot-mcp debugger_get_breakpoints godot-mcp run_project -
When the breakpoint hits, inspect state and the stack panels:
godot-mcp debugger_get_current_state godot-mcp debugger_get_call_stack godot-mcp get_stack_frames_panel --refresh true godot-mcp get_stack_trace_panel -
Step through or resume:
godot-mcp debugger_step_over godot-mcp debugger_step_into godot-mcp debugger_resume_execution -
Clean up:
godot-mcp debugger_clear_all_breakpoints godot-mcp debugger_disable_events
Error triage
-
Clear the panels to establish a baseline, reproduce the failure (run the project, exercise the game), then collect evidence:
godot-mcp clear_debug_output godot-mcp clear_editor_errors godot-mcp run_project godot-mcp get_debug_output godot-mcp get_editor_errors -
Inspect the live scene and evaluate expressions (evaluation requires the runtime debugger bridge autoload):
godot-mcp get_runtime_scene_structure --include-properties true --max-depth 3 godot-mcp evaluate_runtime_expression --expression "position" --context-path "/root/Main/Player"
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 Changed · +2 lines 40ad4ae3ed1b
- 1mo ago First seen · 97 lines · 92 tokens per session scan A f58941f86966
godot-debugging is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (13 stars, last pushed 1mo ago), licensed MIT. It adds 92 tokens to every session and 891 once invoked, about $0.0004 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 2026-08-31.
Other skills, from other repositories
minecraft-debug-mcp
Operate and debug the live Minecraft bot through its built-in MCP REPL server. Use when work requires starting the bot with pnpm dev, connecting to the local MCP endpoint, inspecting cognitive state/logs/history, injecting synthetic chat/events, or running targeted REPL code against the running brain during…
cli-anything-nsight-graphics
Windows-first CLI harness for Nsight Graphics capture, GPU Trace summary, and ngfx-replay analysis.
performance-optimization
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…
unity-console
Capture and query the Unity Editor console.
diagnosing-bgs-problems
A symptom-first guide for investigating crashes, frame-rate drops, stuttering, freezes, and startup failures in Bethesda Game Studios games with mods.
axiom-audit-spritekit
Use when the user wants to audit SpriteKit game code for common issues — physics bitmask issues, draw call waste, node accumulation, and action leaks.