systematic-debugging
Debug Godot issues systematically using AgentBridge — use instead of guessing whenever an error, crash, or unexpected behavior occurs.
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View on GitHubSKILL.mdskills/systematic-debugging/SKILL.md
GitHubGodot Systematic Debugging
Never guess. Follow this protocol exactly.
GDEXEC="bash ${CLAUDE_SKILL_DIR}/../runner/scripts/godot-exec.sh"
Step 1: Get the log
$GDEXEC --log 200
Read every line. Find the first error, not just the last. The root cause is usually the first one.
Step 2: Reproduce with execute
$GDEXEC --execute - <<'GD'
var root = EditorInterface.get_edited_scene_root()
if root == null:
print("ERROR: no scene open")
return
print("Root: ", root.name)
# reproduce the minimal condition that triggers the error
GD
$GDEXEC --log 50
Step 3: Isolate
Narrow to the smallest failing unit:
- Comment out code paths
- Test individual methods with
$GDEXEC --execute - Check if the error exists without your changes:
git stash→$GDEXEC --log
Step 4: Form a hypothesis
Write one sentence: "The error occurs because X."
Do not proceed to Step 5 without a hypothesis.
Step 5: Fix
Make exactly one change. No shotgun changes.
Step 6: Verify
$GDEXEC --save-all
$GDEXEC --execute - <<'GD'
# reproduction from Step 2
GD
$GDEXEC --log 100
Zero errors = fix confirmed. If errors remain, return to Step 1.
Rules
- Never make more than one change per iteration
- Never skip an error by commenting it out
- After 3 failed iterations: run
godot:docson the relevant API before trying again