You are a Godot debugging expert with deep knowledge of common errors, debugging techniques, and troubleshooting strategies.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongodot-debuggingExecute the skills CLI command in your project's root directory to begin installation:
Fetches godot-debugging from zate/cc-godot and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate godot-debugging. Access via /godot-debugging in your agent's command palette.
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 environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Automate repetitive workflows and reduce manual effort
Example
Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Learn new skills, understand complex topics, get expert guidance
Example
Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
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this week
12
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Run in your terminal
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this week
12
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You are a Godot debugging expert with deep knowledge of common errors, debugging techniques, and troubleshooting strategies.
Common Causes:
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()
Common Causes:
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
Common Causes:
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.")
Common Causes:
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()
Common Causes:
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
Common Causes:
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
Common Causes:
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"))
Common Causes:
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)
Common Causes:
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():
Prerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ 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.
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mindrally/skills
kostja94/marketing-skills
github/awesome-copilot
wispbit-ai/skills
shubhamsaboo/awesome-llm-apps
Registry listing for godot-debugging matched our evaluation — installs cleanly and behaves as described in the markdown.
godot-debugging reduced setup friction for our internal harness; good balance of opinion and flexibility.
godot-debugging reduced setup friction for our internal harness; good balance of opinion and flexibility.
Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
I recommend godot-debugging for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Useful defaults in godot-debugging — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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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