From godot-prompter
Debugs Godot 4.3+ projects in GDScript and C# using print techniques, breakpoints, signal tracing, profiler, scene inspection, and common error fixes.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot-prompter:godot-debuggingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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.
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.
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() — only prints in debug builds; stripped from release exports
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() | No | No | Verbose frame-level output |
printerr() | Yes | No | External terminal / CI output |
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}");
}
}
F9 to toggle a breakpoint on the current line.breakpoint as 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()
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();
}
When execution pauses at a breakpoint, the Debugger panel (bottom of the editor) provides:
While a running game is paused or mid-session:
Debugger > Monitors displays real-time engine metrics:
Click any monitor name to open its graph. Use the Add button to build custom monitor dashboards.
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 (silent miss).
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).
| 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. |
Cyclic reference (on JSON.stringify or resource save) | 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 access member without instance | Calling an instance method as if it were static, or accessing self in a @static function | Move the call to an instance context or refactor to a proper static helper that takes data as arguments. |
Stack overflow / Maximum recursion depth reached | 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. |
Already connected | Calling connect() a second time on the same signal/callable pair without CONNECT_ONE_SHOT | Check is_connected() before connecting, or disconnect first, or use CONNECT_REFERENCE_COUNTED. |
Index out of bounds (index X out of size Y) | Accessing an Array or PackedArray beyond its length | Validate index before access: if index < array.size(). Use array.get(index) where available. |
Condition "p_mbuf_current..." is true / audio 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. |
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 Visible/Per frame 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.
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#).
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).
print_debug() for verbose frame-level output that must not appear in release buildspush_error() / push_warning() (not print()) for invalid state and recoverable problems — they include stack tracesF9 or the breakpoint statement to pause execution rather than sprinkling printsget_signal_connection_list() before assuming a signal is wired correctlyis_instance_valid() to guard any code that runs after an await in case the node was freed during the waitnpx claudepluginhub jame581/godotprompter --plugin godot-prompterDebugs Godot errors and crashes including parser/syntax issues, identifier scope problems, null references, and runtime failures with GDScript fixes.
Runs a disciplined debug loop for Godot/Summer projects: script errors → diagnostics → console → debugger → hypothesis → fix → verify. Use when the user reports crashes, errors, freezes, or unexpected behavior.
Provides systematic decision trees for debugging Godot issues in physics (collisions, bodies), signals (connections, emits), rendering (visibility), navigation (paths), and input.