← ClaudeAtlas

debug-issuelisted

Systematic Godot debugging decision trees for physics, signals, rendering, navigation, and input issues
n24q02m/claude-plugins · ★ 3 · Code & Development · score 74
Install: claude install-skill n24q02m/claude-plugins
# Debug Issue Systematic debugging using domain-specific decision trees. Start by identifying the symptom category, then follow the corresponding tree. ## Category Detection Map user's symptom to the right tree: | Symptom keywords | Category | |---|---| | "pass through", "no collision", "overlap", "stuck", "slides off" | Physics | | "signal not firing", "not connected", "callback not called" | Signals | | "invisible", "not showing", "behind", "flickering", "wrong color" | Rendering | | "not moving to target", "path wrong", "stuck on nav", "no path" | Navigation | | "key not working", "input ignored", "wrong button", "double input" | Input | ## Physics Decision Tree Check in this order -- each step is the most common cause at that point: 1. **Collision layer/mask mismatch** (most common): - Check defined layer names: `physics(action="layers")` - Check node properties: ``` nodes(action="get_property", scene_path="<scene>.tscn", name="<body>", property="collision_layer") nodes(action="get_property", scene_path="<scene>.tscn", name="<body>", property="collision_mask") ``` - Rule: Object A detects Object B only if A's `collision_mask` has a bit that matches B's `collision_layer`. Both must be set correctly. 2. **Missing CollisionShape2D/3D**: - Inspect the scene tree: `scenes(action="info", scene_path="<scene>.tscn")` - Verify every physics body and Area has a CollisionShape child. A body without a shape = invisible to physics. 3. **Wron