godot-debugging
Skill870 starsChanged 21 days agoMITView on GitHub
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
1 other project uses a version of this.
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- vl4dt/godot-skillstheir own version, first seen Jun 21, 2026
Other versions1 project uses a version of this.
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- vl4dt/godot-skills★ 8same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository62 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- authoring-godot-prompter-skillsSkill
- releasing-godot-prompterSkill
- 2d-essentialsSkill
- 3d-essentialsSkill
- ability-systemSkill
- addon-developmentSkill
- ai-navigationSkill
- animation-systemSkill
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- beehaveSkill
- camera-systemSkill
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- csharp-godotSkill
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- gdscript-advancedSkill
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- godot-optimizationSkill
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- player-controllerSkill
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- rendering-pipelineSkill
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- scene-organizationSkill
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 126
Use F9 to toggle a breakpoint on the current line.
- Very specific: line 127
Use breakpoint as a statement in GDScript to trigger a programmatic breakpoint:
- Distinctive: line 151
When execution pauses at a breakpoint, the Debugger panel (bottom of the editor) provides:
- Distinctive: line 223
When prints, breakpoints, and remote inspection don't immediately reveal the bug, fall back to a deliberate process: Reproduce → Isolate → …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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)// String interpolation
GD.Print($"Actor [{Name}] dealt {damage} damage to [{target.Name}]");
// Printing collections
var inventory = new Godot.Collections.Dictionary { { "sword", 1 }, { "potion", 3 } };
GD.Print("Inventory: ", inventory);
// Conditional verbose logging
if (DebugConfig.VerboseAi)
GD.PrintRich($"[color=cyan][AI][/color] {agent.Name} chose action: {chosenAction}");When to use each function:
| Function | Visible in Release | Stack Trace | Use For |
print() | Yes (if not stripped) | No | General value inspection |
print_rich() | Yes | No | Categorised, colour-coded logs |
push_error() | Yes | Yes | Invalid state, programmer errors |
push_warning() | Yes | Yes | Recoverable problems |
print_debug() | Yes | Calling line (debugger attached) | Locating where a value was printed |
printerr() | Yes | No | External terminal / CI output |
C#
using Godot;
public partial class Player : CharacterBody3D
{
public override void _Ready()
{
// GD.Print — equivalent to GDScript print()
GD.Print("Player position: ", Position);
// GD.PrintRich — BBCode formatted
GD.PrintRich("[color=yellow]Ready called on[/color] ", Name);
// GD.PushError — logs error with stack trace
GD.PushError("_Ready: required child node missing");
// GD.PushWarning — logs warning with stack trace
GD.PushWarning("AudioBus not found, falling back to Master");
// GD.PrintErr — writes to stderr
GD.PrintErr("Critical failure in _Ready");
}
private void HandleDamage(int amount)
{
// Formatted string output
GD.Print($"[{Name}] took {amount} damage. HP: {_health}/{_maxHealth}");
}
}2. Breakpoints and the Remote Debugger
Setting Breakpoints
- Click the gutter (left of line numbers) in the Script editor to toggle a breakpoint. A red dot appears.
- Use
F9to toggle a breakpoint on the current line. - Use
breakpointas a statement in GDScript to trigger a programmatic breakpoint:
func _physics_process(delta: float) -> void:
if velocity.length() > MAX_SPEED:
breakpoint # execution pauses here during debug runs
move_and_slide()- In C#, use
System.Diagnostics.Debugger.Break()or attach a .NET debugger (e.g. JetBrains Rider or VS Code with the Godot extension).
public override void _PhysicsProcess(double delta)
{
if (Velocity.Length() > MaxSpeed)
{
System.Diagnostics.Debugger.Break(); // pause if .NET debugger is attached
}
MoveAndSlide();
}Using the Built-in Debugger Panel
When execution pauses at a breakpoint, the Debugger panel (bottom of the editor) provides:
- Stack Frames — the full call stack; click a frame to inspect its local variables.
- Locals / Members / Globals — inspect and modify variable values live.
- Step Into (F11) / Step Over (F10) — navigate execution line by line (Step Out, Alt+F11, from Godot 4.6).
- Continue (F12) — resume execution until the next breakpoint.
Remote Scene Inspector
While a running game is paused or mid-session:
- Open Debugger > Remote tab in the editor.
- Click Remote in the Scene panel (top-left toggle next to "Scene") to switch the scene tree to the live view.
- Click any live node to inspect its current properties in the Inspector.
- Property changes made here are applied immediately for testing.
Monitors Tab
Debugger > Monitors displays real-time engine metrics:
- FPS / Process time / Physics time — spot performance regressions.
- Video RAM / Object count / Node count — track memory growth.
- Physics 2D/3D collision pairs — identify expensive physics scenes.
- Audio latency — catch audio callback overruns.
Click any monitor name to open its graph. Use the Add button to build custom monitor dashboards.
3. Signal Debugging
Inspect at runtime via node.get_signal_connection_list("signal_name") (returns Array of Dictionary with callable, flags, signal). The most common signal bugs: connecting twice (handler fires twice), forgetting to disconnect on free (warnings + dangling refs), wrong handler signature (Error calling from signal … on every emit).
See references/signal-tracing.md for the full GDScript and C# inspection helpers and the common-signal-issues catalog (double connect, deferred-free races, lambda capture lifecycle, signal-vs-Callable choice).
4. Common Error Patterns
| Error Message | Cause | Fix |
Node not found: "Player" (relative to "...") | Wrong node path, node renamed, or accessed before it is added to the tree | Use $NodeName only in/after _ready(). Verify path with print(get_node_or_null("Player")). Use @onready. |
Attempt to call function on a null instance | Node was freed, export not assigned, or get_node() returned null | Guard with is_instance_valid(node). Check exports in Inspector. Prefer @onready var _node := $Node. |
Can't change this state while flushing queries | Modifying physics state (e.g. disabling a CollisionShape) inside a physics callback such as body_entered | Defer the change: collision_shape.set_deferred("disabled", true). |
Invalid call. Nonexistent function 'X' in base 'Y' | Calling a method that does not exist on that type, or accessing a node as the wrong type | Check class_name, cast with as, or verify the script is attached. Use has_method("X") to guard. |
Converting circular structure to JSON. / Circular reference to resource being saved found | A Resource or Dictionary references itself, directly or indirectly | Break the cycle. Use node references instead of resource references where possible, or mark sub-resources as local only. |
Cannot call non-static function "x()" from the static function "y()". | Calling an instance method from a static func | Move the call to an instance context or refactor to a proper static helper that takes data as arguments. |
Stack overflow. Check for infinite recursion in your script. | Infinite recursion — often a signal that triggers itself, or a setter that sets itself | Add a guard variable (_updating := true) in setters. Trace the call stack in the Debugger. |
Signal 'x' is already connected to given callable '…' in that object. | Calling connect() a second time on the same signal/callable pair without CONNECT_REFERENCE_COUNTED | Check is_connected() before connecting, or disconnect first, or use CONNECT_REFERENCE_COUNTED. |
Out of bounds get index 'X' (on base: 'Array') | Accessing an Array or PackedArray beyond its length | Validate index before access: if index < array.size(). Use array.get(index) where available. |
| Audio crackles or drops out (underrun) | Audio callback missed its deadline; processing too much on the audio thread | Reduce audio bus effects, lower polyphony, or increase audio buffer size in Project Settings. |
5. Performance Debugging
The Profiler (Debugger → Profiler) shows per-function self-time and call counts. The Monitors tab tracks frame time, FPS, draw-call count, physics tick budget, memory. Open both during the most demanding gameplay scenario; sort the Profiler by Self time to find culprits. For draw-call bottlenecks, watch Raster > Total Draw Calls in the Monitors tab.
See references/performance-debugging.md for Profiler workflow, Monitors tab usage, draw-call bottleneck identification, physics-tick monitoring patterns. See also godot-optimization for fixes once a bottleneck is identified.
6. Scene Tree Debugging
print_tree_pretty() dumps the current scene tree to stdout — the fastest way to confirm a node lives where you think. The Remote tab in the editor shows the live scene tree while the game runs. For @tool nodes, implement _get_configuration_warnings() to surface configuration errors in the editor SceneTree dock.
See references/scene-tree-debugging.md for full examples (print_tree_pretty patterns, node-group debug helpers, _get_configuration_warnings GDScript + C#).
7. Systematic Debugging Method
When prints, breakpoints, and remote inspection don't immediately reveal the bug, fall back to a deliberate process: Reproduce → Isolate → Hypothesis → Trace → Fix → Verify → Add a Test. Each step gates the next; skipping ahead wastes time.
See references/systematic-method.md for the full 7-step method with concrete techniques per step (binary search, minimal repro, regression-test patterns).
8. Implementation Checklist
- Guard verbose frame-level output with
OS.is_debug_build()— neitherprint()norprint_debug()is stripped from release builds - Use
push_error()/push_warning()(notprint()) for invalid state and recoverable problems — they include stack traces - Set a breakpoint with
F9or thebreakpointstatement to pause execution rather than sprinkling prints - Check signal connections with
get_signal_connection_list()before assuming a signal is wired correctly - Inspect the live scene tree with Scene → Remote during a debug session to verify runtime node state
- Open Debugger → Profiler to measure Self time before optimizing — identify the real bottleneck first
- Watch Debugger → Monitors for growing Object Count or Video RAM that indicate a leak
- Use
is_instance_valid()to guard any code that runs after anawaitin case the node was freed during the wait - Follow the Reproduce → Isolate → Hypothesize → Trace → Fix → Verify → Test order; do not skip ahead to a fix
- Write a named regression test after fixing a bug so the same failure cannot silently recur
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