mcpbeat

Godot Debugging Profiling

thedivergentai/godot-debugging-profiling

Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Trigger on OBJECT_ORPHAN_NODE_COUNT, ObjectDB growth, Visual Profiler GPU spikes, flaky headless exits, or remote device consoles. Keywords: orphan nodes, Performance.get_monitor, Visual Profiler, Time.get_ticks_usec, EditorDebuggerPlugin, headless QA, push_error, backtrace.

11k tokens
context cost
the whole folder, loaded on every use
22
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-debugging-profiling

The instruction itself

17 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Debugging & Profiling

Symptom → monitor/API → script routing for leaks, GPU, and CI — Official Docs cover print/breakpoint basics.

NEVER Do

  • NEVER use print() without descriptive contextprint(value) is useless. Use print("Player health:", health) with labels.
  • NEVER leave debug prints in release builds — Wrap in if OS.is_debug_build() or use custom DEBUG const. Prints slow down release.
  • NEVER ignore push_warning() messages — Warnings indicate potential bugs (null refs, deprecated APIs). Fix them before they become errors.
  • NEVER use assert() for runtime validation in release — Asserts are disabled in release builds. Use if not condition: push_error() for runtime checks.
  • NEVER profile in debug mode — Debug builds are 5-10x slower. Always profile with release exports or --release flag.
  • NEVER assume Engine.capture_script_backtraces(true) is cheap — Capturing locals allocates significant memory and can prevent objects from being deallocated, causing artificial leaks [19].
  • NEVER call push_error() or print() inside a custom Logger._log_message override — This causes infinite recursion and crashes as the logger intercepts its own output [20].
  • NEVER leave the Visual Profiler running during gameplay tests — Continuous polling degrades framerates significantly, invalidating actual performance metrics [21].
  • NEVER rely on OS.get_ticks_msec() for microbenchmarking — Milliseconds lack precision for logic timing; ALWAYS use Time.get_ticks_usec() for microsecond precision [22].
  • NEVER assume OBJECT_ORPHAN_NODE_COUNT works in production — This monitor is strictly debug-only; it safely returns 0 in release builds, potentially hiding leaks [23].
  • NEVER benchmark with V-Sync enabled — V-Sync throttles metrics to the monitor refresh rate, masking the true CPU/GPU processing overhead [24].
  • NEVER leave print_stack() or print_debug() in release builds — These are often stripped or useless outside the debugger. Use structured logging for production [25].
  • NEVER strip debugging symbols if using external C++ profilers — Stripping destroys call stack readability for external tools like Perfetto or VerySleepy [26].
  • NEVER forget to unregister an EditorDebuggerPlugin in _exit_tree() — Failing to clean up leaves "ghost" connections in the engine's debugging loop [27].
  • NEVER trust the Visual Profiler on macOS when using the Compatibility renderer — Platform-specific driver limitations severely restrict OpenGL profiling accuracy on macOS [28].

Symptom → Monitor → Script

> MANDATORY for the matching row. Do NOT Load every debug script for one bug.

| Symptom | Monitor / API | Script |

|---------|---------------|--------|

| Nodes removed but RAM climbs | OBJECT_ORPHAN_NODE_COUNT (debug) | MANDATORY orphan_node_detector.gd |

| ObjectDB / instance growth | custom monitors + dump | memory_usage_threshold_alert.gd, scene_tree_dump.gd |

| GPU / overdraw mystery | Visual Profiler (briefly) | Pair with perf skill; use performance_plotter.gd for trends — do not leave Visual Profiler on |

| Flaky headless / CI exit | exit codes + asserts | MANDATORY automated_qa_suite.gd, push_error_safe_exit.gd |

| Microbenchmark lies | Time.get_ticks_usec | MANDATORY high_precision_benchmarker.gd |

| Crash needs locals | backtraces (debug only) | advanced_backtrace_recorder.gd, stack_trace_logger.gd |

| Engine errors to backend | Logger intercept | engine_error_interceptor.gd — never print inside Logger |

| Custom Debugger metrics | Monitors tab | custom_editor_monitor.gd, debugger_tab_plugin.gd |

| Mobile/console no stdout | in-game console | remote_debug_console.gd, debug_overlay.gd (debug builds only) |

| Thread races / log corruption | mutex logger / asserts | thread_safe_logger.gd, thread_safety_assert.gd |

| Invisible logic (AI/physics) | debug draw / gizmos | custom_debug_draw.gd, property_watcher_gizmo.gd |

| Conditional halt | hardcoded break | break_on_condition.gd |

| Editor vs runtime paths | Engine.is_editor_hint | engine_editor_hint_logic.gd |

Available Scripts (full catalog)

Leaks & memory

  • orphan_node_detector.gd
  • memory_usage_threshold_alert.gd
  • scene_tree_dump.gd

Timing & QA

  • high_precision_benchmarker.gd
  • automated_qa_suite.gd
  • push_error_safe_exit.gd
  • performance_plotter.gd

Errors, stacks, threads

  • advanced_backtrace_recorder.gd
  • stack_trace_logger.gd
  • engine_error_interceptor.gd
  • thread_safe_logger.gd
  • thread_safety_assert.gd

Editor / remote / viz

  • custom_editor_monitor.gd
  • debugger_tab_plugin.gd — unregister in _exit_tree()
  • remote_debug_console.gd
  • debug_overlay.gd — debug builds only
  • custom_debug_draw.gd
  • property_watcher_gizmo.gd
  • break_on_condition.gd
  • engine_editor_hint_logic.gd

Expert Pointers

  • Profile release/--release with V-Sync off; never trust Debug-build timings.
  • Prefer structured logs over print_stack() in anything that might ship.
  • Escalate sustained FPS issues to godot-performance-optimization after the symptom tree identifies the bottleneck class.

> MANDATORY for print/breakpoint workflow depth, profiler interpretation, and expert CI/GPU/thread patterns: debug-workflows.md. Do NOT Load when the symptom → script table above already routes you.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Overview of debugging tools — Map of remote scene tree, breakpoints, Output, and profiler entry points before picking a deeper page.
  • Debugger panel — Stack, variables, breakpoints, errors, and monitors used for live remote debug sessions.
  • The profiler — Time and visual profilers: why you profile release-like builds and how frame charts isolate CPU/GPU spikes.
  • Output panel — How print / push_warning / push_error surface in the editor and why noisy release logs hide real faults.
  • ObjectDB profiler — Before/after ObjectDB snapshots for RefCounted cycles and leaked instances that orphan monitors miss.
  • Custom performance monitorsPerformance.add_custom_monitor so game-specific metrics appear next to engine monitors.
  • Logging — Custom Logger registration, file sinks, and recursion hazards when logging from inside log handlers.
  • Command line tutorial — Headless --script / export flags for automated QA and CI exit-code runners.
  • CPU optimization — Interpreting profiler hotspots into GDScript/server/thread fixes after measurement.
  • Using multiple threads — Worker-thread rules that motivate thread-safety asserts and mutexed loggers.
  • Thread-safe APIs — Which servers/APIs may be called off-main-thread without corrupting the SceneTree.
  • Performance — Built-in monitors (OBJECT_ORPHAN_NODE_COUNT, memory, render) used by overlays and leak detectors.
Prerequisites
  • godot-project-foundations — Debug/release feature tags, project settings, and Autoload layout must exist before debugger plugins or global monitors.
  • godot-gdscript-mastery — Typed Callables, assert/push_error, and Time APIs underpin benchmarks, breakpoints, and stack helpers.
Complements
  • godot-performance-optimization — After the profiler names a hotspot, apply pooling, culling, and MultiMesh fixes from that skill.
  • godot-testing-patterns — GUT/assert/CI patterns pair with headless QA suites and deterministic quit exit codes.
  • godot-export-builds — Profile and remote-debug against real export templates; debug symbols and strip settings matter for external profilers.
  • godot-scene-management — Scene swap lifetime bugs show up as orphan-node growth; use tree dumps when loaders fail to free.
  • godot-signal-architecture — Ghost listeners and deferred connects often explain “why is this still running?” stack traces.
  • godot-autoload-architecture — Global loggers, monitors, and error interceptors belong in Autoloads with clear boot order.
  • godot-server-architecture — When debug draw or metrics push into Rendering/Physics servers, keep server ownership separate from nodes.
Downstream / consumers
  • godot-auditor — Consumes debugger/profiler evidence when enforcing never-lists and architectural integrity reviews.
  • godot-platform-mobile — Device remote debug and on-screen consoles are required when desktop Output is unavailable.
  • godot-monte-carlo-balancer — Headless microbenchmarks and CI QA feed balance sims that need stable timing and exit codes.
  • godot-multiplayer-networking — Networked games need remote inspectors and structured logs across peers without flooding the Output panel.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting debug or perf concern.

How to use it

Copy the folder

Take thedivergentai/godot-debugging-profiling from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.