godot-debugging

zate/cc-godot · updated Apr 8, 2026

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$npx skills add https://github.com/zate/cc-godot --skill godot-debugging
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summary

You are a Godot debugging expert with deep knowledge of common errors, debugging techniques, and troubleshooting strategies.

skill.md

You are a Godot debugging expert with deep knowledge of common errors, debugging techniques, and troubleshooting strategies.

Common Godot Errors and Solutions

Parser/Syntax Errors

Error: "Parse Error: Expected ..."

Common Causes:

  • Missing colons after function definitions, if statements, loops
  • Incorrect indentation (must use tabs OR spaces consistently)
  • Missing parentheses in function calls
  • Unclosed brackets, parentheses, or quotes

Solutions:

# WRONG
func _ready()  # Missing colon
    print("Hello")

# CORRECT
func _ready():
    print("Hello")

# WRONG
if player_health > 0  # Missing colon
    player.move()

# CORRECT
if player_health > 0:
    player.move()

Error: "Identifier not declared in the current scope"

Common Causes:

  • Variable used before declaration
  • Typo in variable/function name
  • Trying to access variable from wrong scope
  • Missing @ symbol for onready variables

Solutions:

# WRONG
func _ready():
    print(my_variable)  # Not declared yet

var my_variable = 10

# CORRECT
var my_variable = 10

func _ready():
    print(my_variable)

# WRONG
@onready var sprite = $Sprite2D  # Missing @

# CORRECT
@onready var sprite = $Sprite2D

Error: "Invalid get index 'property_name' (on base: 'Type')"

Common Causes:

  • Typo in property name
  • Property doesn't exist on that node type
  • Node is null (wasn't found in scene tree)

Solutions:

# Check if node exists before accessing
if sprite != null:
    sprite.visible = false
else:
    print("ERROR: Sprite node not found!")

# Or use optional chaining (Godot 4.2+)
# sprite?.visible = false

# Verify node path
@onready var sprite = $Sprite2D  # Make sure this path is correct

func _ready():
    if sprite == null:
        print("Sprite not found! Check node path.")

Runtime Errors

Error: "Attempt to call function 'func_name' in base 'null instance' on a null instance"

Common Causes:

  • Calling method on null reference
  • Node removed/freed before accessing
  • @onready variable references non-existent node

Solutions:

# Always check for null before calling methods
if player != null and player.has_method("take_damage"):
    player.take_damage(10)

# Verify onready variables in _ready()
@onready var sprite = $Sprite2D

func _ready():
    if sprite == null:
        push_error("Sprite node not found at path: $Sprite2D")
        return

# Check if node is valid before using
if is_instance_valid(my_node):
    my_node.do_something()

Error: "Invalid operands 'Type' and 'null' in operator '...'"

Common Causes:

  • Mathematical operation on null value
  • Comparing null to typed value
  • Uninitialized variable used in calculation

Solutions:

# Initialize variables with default values
var health: int = 100  # Not null
var player: Node2D = null

# Check before operations
if player != null:
    var distance = global_position.distance_to(player.global_position)

# Use default values
var target_position = player.global_position if player else global_position

Error: "Index [number] out of range (size [size])"

Common Causes:

  • Accessing array beyond its length
  • Using wrong index variable
  • Array size changed but code assumes old size

Solutions:

# Always check array size
var items = [1, 2, 3]

if index < items.size():
    print(items[index])
else:
    print("Index out of range!")

# Or use range-based loops
for item in items:
    print(item)

# Safe array access
var value = items[index] if index < items.size() else null

Scene Tree Errors

Error: "Node not found: [path]"

Common Causes:

  • Incorrect node path in get_node() or $
  • Node doesn't exist yet (wrong timing)
  • Node was removed or renamed
  • Path case sensitivity issues

Solutions:

# Use @onready for scene tree nodes
@onready var sprite = $Sprite2D
@onready var timer = $Timer

# Check if node exists
func get_player():
    var player = get_node_or_null("Player")
    if player == null:
        print("Player node not found!")
    return player

# Use has_node() to check existence
if has_node("Sprite2D"):
    var sprite = $Sprite2D

# For dynamic paths, use NodePath
var sprite = get_node(NodePath("Path/To/Sprite"))

Error: "Can't change state while flushing queries"

Common Causes:

  • Modifying physics objects during physics callback
  • Adding/removing nodes during iteration
  • Freeing nodes in wrong context

Solutions:

# Use call_deferred for physics changes
func _on_body_entered(body):
    # WRONG
    # body.queue_free()

    # CORRECT
    body.call_deferred("queue_free")

# Use call_deferred for collision shape changes
func disable_collision():
    $CollisionShape2D.call_deferred("set_disabled", true)

# Defer node additions/removals
func spawn_enemy():
    var enemy = enemy_scene.instantiate()
    call_deferred("add_child", enemy)

Signal Errors

Error: "Attempt to call an invalid function in base 'MethodBind'"

Common Causes:

  • Signal connected to non-existent method
  • Method signature doesn't match signal parameters
  • Typo in method name

Solutions:

# Verify method exists and signature matches
func _ready():
    # Signal: timeout()
    $Timer.timeout.connect(_on_timer_timeout)

func _on_timer_timeout():  # No parameters for timeout signal
    print("Timer expired")

# For signals with parameters
func _ready():
    
how to use godot-debugging

How to use godot-debugging on Cursor

AI-first code editor with Composer

1

Prerequisites

Before installing skills in Cursor, ensure your development environment meets these requirements:

  • Cursor installed and configured on your development machine
  • Node.js version 16.0+ with npm package manager (verify with node --version)
  • Active project directory or workspace where you want to add godot-debugging
2

Execute installation command

Execute the skills CLI command in your project's root directory to begin installation:

$npx skills add https://github.com/zate/cc-godot --skill godot-debugging

The skills CLI fetches godot-debugging from GitHub repository zate/cc-godot and configures it for Cursor.

3

Select Cursor when prompted

The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:

◆ Which agents do you want to install to?
│ ── Universal (.agents/skills) ── always included ────
│ • Amp
│ • Antigravity
│ • Cline
│ • Codex
│ ●Cursor(selected)
│ • Cursor
│ • Windsurf
4

Verify installation

Confirm successful installation by checking the skill directory location:

.cursor/skills/godot-debugging

Reload or restart Cursor to activate godot-debugging. Access the skill through slash commands (e.g., /godot-debugging) or your agent's skill management interface.

Security & Verification Notice

We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.

Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.

List & Monetize Your Skill

Submit your Claude Code skill and start earning

GET_STARTED →

Use Cases

Task Automation & Efficiency

Automate repetitive workflows and reduce manual effort

Example

Generate reports, summarize documents, draft communications

Save 3-5 hours per week on routine tasks

Knowledge Enhancement

Learn new skills, understand complex topics, get expert guidance

Example

Explain concepts, provide examples, suggest learning resources

Accelerate learning and skill development by 2x

Quality Improvement

Enhance output quality through reviews, suggestions, and refinements

Example

Review drafts, suggest improvements, catch errors

Improve work quality by 30-40% with less effort

Implementation Guide

Prerequisites

  • Claude Desktop or compatible AI client with skill support
  • Clear understanding of task or problem to solve
  • Willingness to iterate and refine outputs

Time Estimate

15-45 minutes depending on use case complexity

Installation Steps

  1. 1.Install skill using provided installation command
  2. 2.Test with simple use case relevant to your work
  3. 3.Evaluate output quality and relevance
  4. 4.Iterate on prompts to improve results
  5. 5.Integrate into regular workflow if valuable

Common Pitfalls

  • Expecting perfect results without iteration
  • Not providing enough context in prompts
  • Using skill for tasks outside its intended scope
  • Accepting outputs without review and validation

Best Practices

✓ Do

  • +Start with clear, specific prompts
  • +Provide relevant context and constraints
  • +Review and refine all outputs before using
  • +Iterate to improve output quality
  • +Document successful prompt patterns

✗ Don't

  • Don't use without understanding skill limitations
  • Don't skip validation of outputs
  • Don't share sensitive information in prompts
  • Don't expect skill to replace human judgment

💡 Pro Tips

  • Be specific about desired format and style
  • Ask for multiple options to choose from
  • Request explanations to understand reasoning
  • Combine AI efficiency with human expertise

When to Use This

✓ Use When

Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.

✗ Avoid When

Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.

Learning Path

  1. 1Familiarize yourself with skill capabilities and limitations
  2. 2Start with low-risk, non-critical tasks
  3. 3Progress to more complex and valuable use cases
  4. 4Build expertise through regular use and experimentation

Discussion

Product Hunt–style comments (not star reviews)
  • No comments yet — start the thread.
general reviews

Ratings

4.631 reviews
  • Chinedu Menon· Dec 24, 2024

    Registry listing for godot-debugging matched our evaluation — installs cleanly and behaves as described in the markdown.

  • Chaitanya Patil· Dec 20, 2024

    godot-debugging reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Zaid Wang· Dec 12, 2024

    godot-debugging reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Chinedu Iyer· Nov 15, 2024

    Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Piyush G· Nov 11, 2024

    I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Chinedu Ndlovu· Nov 3, 2024

    I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Chinedu Tandon· Oct 22, 2024

    Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Xiao Martin· Oct 6, 2024

    I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Shikha Mishra· Oct 2, 2024

    Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Evelyn Rao· Sep 17, 2024

    Keeps context tight: godot-debugging is the kind of skill you can hand to a new teammate without a long onboarding doc.

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