
from Better Godot MCP18
Guided, category-based decision trees to diagnose Godot problems in physics, signals, rendering, navigation, and input.
A compact troubleshooting skill that provides step-by-step decision trees for common Godot engine problems. It helps an agent map a user's symptom (e.g., "no collision", "signal not firing", "invisible") to a diagnosis path and suggests targeted checks and fixes. Concrete checks include collision layer/mask verification, signal connection validation, visibility and z-index checks, navigation mesh baking, and input map verification.
Use this skill when a user reports runtime or editor issues in Godot — especially physics collisions, missing signals, rendering/visibility problems, navigation/pathfinding errors, or input not responding. The skill works best for developers who can provide scene paths, node names, or example error outputs.
Best used with agents that can read project files and run editor/project inspections (Claude Code, Cursor-style agents, or any agent with file access and Godot knowledge).
Pure decision-tree reference skill for diagnosing Godot engine problems across 5 categories (physics, signals, rendering, navigation, input). No scripts to execute — entirely static guidance. Well-structured with specific MCP action calls for each diagnostic step. Useful niche skill for Godot developers working with the better-godot-mcp server.
Clean, reference-only skill with no executable code. No security concerns whatsoever. Decision trees are thorough and well-organized with specific Godot API references.