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godot-debugging-profiling — Claude Code skill for Godot debugging

A skill for debugging and profiling Godot games: leaks, orphan nodes, GPU profiler spikes, flaky headless CI runs.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-debugging-profiling -a claude-code
Open on GitHub

What godot-debugging-profiling does

The skill walks the agent through a symptom → monitor → script path. Memory that climbs while nodes are removed, ObjectDB growth, GPU spikes in the Visual Profiler, headless builds exiting with the wrong code, corrupted logs from thread races — each symptom maps to a ready GDScript file the agent drops into your project.

Roughly twenty scripts ship with it: an orphan node detector, a memory threshold alert, a scene tree dump, a microsecond benchmarker built on Time.get_ticks_usec, an automated QA suite for CI, an engine error interceptor, a thread-safe logger, custom monitors for the Debugger tab, and a remote console for mobile builds. There is also a list of things not to do. Profiling a debug build tells you nothing useful because it runs several times slower than release, and OBJECT_ORPHAN_NODE_COUNT always returns 0 in release, so a leak stays hidden.

Some techniques only work in debug builds. Engine.capture_script_backtraces(true) captures local variables and can itself keep objects from being freed, so switch it on for a narrow window. An EditorDebuggerPlugin has to be unregistered in _exit_tree(), otherwise ghost connections stay in the engine's debugging loop. The skill advises profiling release exports with V-Sync off.

What it helps with

  • track down orphan nodes that keep memory climbing
  • catch a headless build that exits with a flaky code in CI
  • time a logic block with microsecond precision
  • collect logs from several threads without garbled lines
  • surface engine metrics in a custom Debugger tab

Example prompts for the agent

  • Memory keeps climbing even though nodes are removed — check OBJECT_ORPHAN_NODE_COUNT and wire up the orphan node detector
  • The headless build in CI fails with a non-zero exit every few runs — set up the automated QA suite
  • Benchmark this block with Time.get_ticks_usec, milliseconds are too coarse

How to install godot-debugging-profiling

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-debugging-profiling -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-debugging-profiling/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-debugging-profiling/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-debugging-profiling

How do I install godot-debugging-profiling in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-debugging-profiling -a claude-code. The skill lands in ~/.claude/skills/godot-debugging-profiling/SKILL.md.

What does godot-debugging-profiling do?

It helps the agent work through leaks, ObjectDB growth, GPU spikes, thread races and flaky headless builds in Godot. Each symptom has its own GDScript in the skill.

How is this different from a print and breakpoint tutorial?

It covers engine profiling and monitors: the Visual Profiler, Performance.get_monitor, custom Debugger tabs, engine error interception. Basic print statements and breakpoints are not the subject.

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