Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
View on GitHubJanuary 18, 2026
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# 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:**
```gdscript
# 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:**
```gdscript
# 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:**
```gdscript
# 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 refere