| name | godot-debugging |
| description | Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior. |
| allowed_tools | mcp__godot__*, Read, Write, Edit, Glob, Grep, Bash |
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():
# Signal: body_entered(body: Node2D)
$Area2D.body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node2D): # Must accept body parameter
print("Body entered:", body.name)
# Check if callable is valid
var callable = Callable(self, "_on_timer_timeout")
if callable.is_valid():
$Timer.timeout.connect(callable)
Error: "Signal 'signal_name' is already connected"
Common Causes:
- Connecting same signal multiple times
- Not disconnecting before reconnecting
- Multiple _ready() calls on singleton
Solutions:
# Check before connecting
func _ready():
if not $Timer.timeout.is_connected(_on_timer_timeout):
$Timer.timeout.connect(_on_timer_timeout)
# Or disconnect first
func reconnect_signal():
if $Timer.timeout.is_connected(_on_timer_timeout):
$Timer.timeout.disconnect(_on_timer_timeout)
$Timer.timeout.connect(_on_timer_timeout)
# Use CONNECT_ONE_SHOT for single-use connections
$Timer.timeout.connect(_on_timer_timeout, CONNECT_ONE_SHOT)
Resource/File Errors
Error: "Cannot load resource at path: 'res://...' (error code)"
Common Causes:
- File doesn't exist at that path
- Typo in file path
- File extension missing or incorrect
- Resource not imported properly
Solutions:
# Check if resource exists
var resource_path = "res://sprites/player.png"
if ResourceLoader.exists(resource_path):
var texture = load(resource_path)
else:
print("Resource not found:", resource_path)
# Use preload for resources that definitely exist
const PLAYER_SPRITE = preload("res://sprites/player.png")
# Handle load errors gracefully
var scene = load("res://scenes/level.tscn")
if scene == null:
print("Failed to load scene!")
return
var instance = scene.instantiate()
Error: "Condition 'texture.is_null()' is true"
Common Causes:
- Loading failed but error not checked
- Resource file missing or corrupted
- Incorrect resource type
Solutions:
# Always check load result
var texture = load("res://textures/sprite.png")
if texture == null:
print("Failed to load texture! Using placeholder.")
texture = PlaceholderTexture2D.new()
texture.size = Vector2(32, 32)
$Sprite2D.texture = texture
Performance Issues
Lag/Stuttering
Common Causes:
- Too many _process() or _physics_process() calls
- Expensive operations in loops
- Memory leaks (not freeing nodes)
- Too many signals firing per frame
Debugging Steps:
- Use the Godot Profiler (Debug > Profiler)
- Check for hot spots in code
- Look for memory growth over time
Solutions:
# Disable processing when not needed
func _ready():
set_physics_process(false) # Enable only when needed
func start_moving():
set_physics_process(true)
# Cache expensive lookups
var player: Node2D = null
func _ready():
player = get_node("/root/Main/Player") # Cache once
func _process(_delta):
if player: # Use cached reference
look_at(player.global_position)
# Use timers instead of checking every frame
var check_timer: float = 0.0
func _process(delta):
check_timer += delta
if check_timer >= 0.5: # Only check twice per second
check_timer = 0.0
_do_expensive_check()
# Free unused nodes
func remove_enemy(enemy):
enemy.queue_free() # Properly free memory
Memory Leaks
Error: Memory usage keeps growing
Common Causes:
- Not calling queue_free() on removed nodes
- Circular references preventing garbage collection
- Creating new objects without freeing old ones
Solutions:
# Always free nodes you create
func spawn_particle():
var particle = particle_scene.instantiate()
add_child(particle)
# Free after animation
await get_tree().create_timer(2.0).timeout
particle.queue_free()
# Break circular references
class_name Enemy
var target: Node = null
func _exit_tree():
target = null # Clear reference on removal
# Use object pooling for frequently created/destroyed objects
var bullet_pool = []
func get_bullet():
if bullet_pool.is_empty():
return bullet_scene.instantiate()
return bullet_pool.pop_back()
func return_bullet(bullet):
bullet.visible = false
bullet.set_process(false)
bullet_pool.append(bullet)
Debugging Techniques
Print Debugging
# Basic print
print("Value:", variable)
# Formatted print
print("Player health: %d/%d" % [current_health, max_health])
# Type checking
print("Variable type:", typeof(variable))
# Node inspection
print("Node path:", get_path())
print("Parent:", get_parent().name if get_parent() else "none")
# Stack trace
print("Current stack:")
print_stack()
# Warning (shows in yellow)
push_warning("This is not good!")
# Error (shows in red)
push_error("Something went wrong!")
Breakpoints and Step Debugging
Set Breakpoints: Click line number in script editor
Run with Debugging: Press F5 (or play with debugger enabled)
When Paused at Breakpoint:
- Continue (F12): Resume execution
- Step Over (F10): Execute current line, skip into functions
- Step Into (F11): Enter function calls
- Step Out: Exit current function
Inspect Variables: Hover over variables or check debugger panel
Remote Debugger
When game is running:
- Open Debugger tab at bottom of editor
- View Errors tab for runtime errors
- Check Profiler for performance issues
- Use Network Profiler for multiplayer issues
Assert Statements
# Assert for debugging assumptions
assert(player != null, "Player should exist at this point")
assert(health >= 0, "Health should never be negative")
assert(items.size() > 0, "Items array should not be empty")
# Asserts only run in debug builds, removed in release
Debug Drawing
# Draw debug info in 2D games
func _draw():
if OS.is_debug_build():
# Draw collision shapes
draw_circle(Vector2.ZERO, 50, Color(1, 0, 0, 0.3))
# Draw raycast
draw_line(Vector2.ZERO, Vector2(100, 0), Color.RED, 2.0)
# Draw text
draw_string(ThemeDB.fallback_font, Vector2(0, -60), "Debug Info")
Conditional Debugging
# Debug mode flag
var debug_mode = OS.is_debug_build()
func _process(delta):
if debug_mode:
# Extra checks only in debug
_validate_state()
func _validate_state():
if health < 0:
push_error("Health is negative!")
if velocity.length() > max_speed * 2:
push_warning("Velocity exceeds safe limits!")
Godot 4 Specific Issues
Type Annotations
# Godot 4 uses stronger typing
var health: int = 100 # Typed
var player: CharacterBody2D = null # Typed with class
# Arrays can be typed
var items: Array[Item] = []
# Dictionary typing
var stats: Dictionary = {
"health": 100,
"mana": 50
}
# Function return types
func get_health() -> int:
return health
Node Path Changes
# Godot 4 uses different node types
# CharacterBody2D instead of KinematicBody2D
# Sprite2D instead of Sprite
# AnimatedSprite2D instead of AnimatedSprite
# Update old code:
# extends KinematicBody2D # Old
extends CharacterBody2D # New
# move_and_slide(velocity) # Old
# velocity is now a property
move_and_slide() # New
Common Migration Issues
# Godot 3 -> 4 changes:
# Physics
# Old: move_and_slide(velocity, Vector2.UP)
# New:
velocity.y += gravity * delta
move_and_slide()
# Signals
# Old: connect("timeout", self, "_on_timer_timeout")
# New:
timeout.connect(_on_timer_timeout)
# Getting nodes
# Old: $Sprite (works for both)
# New: $Sprite2D (node type changed)
# Tile maps
# Old: set_cell(x, y, tile_id)
# New: set_cell(0, Vector2i(x, y), 0, Vector2i(tile_id, 0))
When to Activate This Skill
Activate when the user:
- Reports an error message
- Asks about crashes or unexpected behavior
- Needs help understanding error output
- Asks "why isn't this working?"
- Mentions debugging, errors, or bugs
- Shares code that's not working as expected
- Asks about performance issues
- Reports memory leaks or crashes
Debugging Workflow
- Identify the error - Read error message carefully
- Locate the source - Find which file/line is causing it
- Understand the cause - Why is this happening?
- Apply the fix - Modify code to resolve issue
- Test the solution - Verify fix works
- Explain to user - Help them understand what went wrong and why
When helping debug:
- Always explain WHY the error occurred
- Provide the corrected code
- Suggest preventive measures for similar issues
- Recommend debugging techniques for future problems