Developer Console
by jitspoe | MIT
Console that can be used to easily add commands to be used while the game is running for quick debugging, loading levels, changing settings, etc
Developer console addon for Godot engine. Simply drop the addons directory into your godot project, go to the project settings, plugins, and enable "Console". After you've done that, you can add console commands from any class. Example: func _ready()
Antz's Debug Menu
by AntzGames | MIT
Displays performance information in a Godot project during gameplay. Can be used when running from the editor and in exported projects. This is an updated and maintained version of Calinou's original plugin
Antz's Debug Menu Overview Displays performance information in a Godot project during gameplay. Can be used when running from the editor and in exported projects. This is an updated and maintained version of Calinou's original plugin. Includes an updated
Debug Draw
by HardPixel | MIT
3D debug draw primitives & lines for Godot
Reusable in-scene 3D debug drawing for Godot 4.x. DebugDraw3D submits transient draw commands each frame and renders wire shapes, dashed and normal-aware lines, joints, filled rects, and solid primitives with MultiMeshInstance3D nodes and shaders
Profily
by Javier Garrido | MIT
FPS counter & performance monitor: FPS with 1% lows, RAM & VRAM, audio spectrum, hardware and scene stats. Scriptable debugger, hotkeys, presets, zero setup
Profily puts every stat you care about in one polished in-game overlay — FPS, memory, audio, hardware and scene metrics — and can react automatically the moment a stat crosses a threshold you define. Enable the plugin and press play: sensible defaults
Dear ImGui Godot
by Shatadev | MIT
Fully-featured Dear ImGui plugin for Godot 4 with imgui-rs backend. Made by Shatadev. Dear ImGui created by ocornut
Dear ImGUI is a handy-dandy immediate mode graphical user interface commonly used for tooling and debugging. Latest: 1.19.0 NOTICE: After updating the addon or changing engine versions, restart the engine, then toggle the plugin and singleton off and on
Godot Advanced Logger
by Shotix | MIT
Robust, high-performance, and structured logging framework designed specifically for Godot 4.x C# projects. Now usable from GDScript starting at version 2.3.0 and Godot Version 4.1
Godot Advanced Logger Godot Advanced Logger is a robust, high-performance, and structured logging framework for Godot 4.x .NET projects, usable from both C# and GDScript. Moving beyond standard GD.Print console outputs, this plugin introduces a standard
Debug Visualizer
by XORandom | BSD 3-Clause License
An in-game debugging addon that allows you to display values and text in collapsible, movable panels
The addon allows you to display any text or variables on movable panels using. DebuggerVusializer.show_debug_info() It also allows you to visualize vectors using the DebuggerVusializer.visualize_vector() function. The project has a debug_visualizer
Animation Track Auditor
by Kurtis Klay | MIT
Finds AnimationPlayer tracks whose NodePath no longer resolves to a real node - Godot silently no-ops them, with zero error or warning anywhere
Animation Track Auditor Finds AnimationPlayer tracks whose NodePath no longer points at a real node in the scene — before a playtester notices an animation that silently does nothing. The problem Rename, re-parent or delete a node that an animation moves
Group Reference Auditor
by Kurtis Klay | MIT
Flags typo'd add_to_group/is_in_group/get_nodes_in_group/call_group names and groups nothing ever joins, so a misspelled group doesn't silently return an empty array forever
Checks your node groups — add_to_group , is_in_group , get_nodes_in_group and the Node panel's Groups tab — for the one failure mode nothing else in Godot can ever catch: a typo'd group name. The problem A node group is a plain string, everywhere, with no
Duplicate Asset Finder
by Kurtis Klay | MIT
Finds images, audio, fonts and 3D meshes that are byte-identical to another file elsewhere in your project, so you can keep one copy and reclaim the wasted space
Finds images, audio files, fonts and 3D meshes that are byte-identical to another file somewhere else in your project, so you can keep one copy and reclaim the wasted space — without leaving the editor. The problem Projects accumulate exact duplicate
Draw3D
by nyxkn | MIT
A small library for drawing simple wireframe shapes in 3D
Draw3D A small library for drawing simple wireframe shapes in 3D. For the old Godot 3.x version see the godot3 branch. Draw3D This library provides a custom Draw3D node that you can add to your scenes, with which you can draw simple geometry like lines
Broken Reference Finder
by Kurtis Klay | MIT
Finds res:// paths that point at files which no longer exist, and knows when a path only looks broken because Godot already repaired it through a uid://. Every result carries a High/Low confidence tier
Broken Reference Finder Finds res:// paths in your scenes, resources and scripts that point at files which no longer exist — and knows when a path only looks broken because Godot already repaired it through a uid:// . The false-positive problem this
Todo Tracker
by Kurtis Klay | MIT
Every TODO, FIXME, HACK, BUG and NOTE comment in your project, in one dock — plus your own custom tags and regex for whatever markers your team already uses that don't fit those five
Todo Tracker Every TODO , FIXME , HACK , BUG and NOTE comment in your project, in one dock, with a line and a file for each — plus room for whatever markers your own team already uses that don't fit those five. Why a sixth tag matters A fixed list of TODO
DebugMenu
by p5yg3n | MIT
A lightweight, right-click contextual debug utility for Godot 4
Godot 4 Universal Debug Context Menu ( DebugMenu ) A lightweight, decoupled, and universal context-menu utility for Godot 4. Designed to handle 2D, 3D, and UI Control nodes alike, it automatically inspects the mouse target and pops up a contextual menu
Editor Only Nodes
by Admiia | MIT
A plugin For debug node organisation
Editor Only Nodes Allows you to mark nodes as Editor only or Debug Only. An Editor Only Node is visible in the editor viewport, but stripped from play and exported builds. A Debug Only Node is kept in the editor, when running from the editor, in debug
TickDebug
by Permotion | GPL v3
Easily look at quickly changing values on the fly, without print() spamming your output or setting up a label just to check one number
What is it? TickDebug lets you watch quickly changing values on the fly, without print() spamming your output or setting up a label just to check one number. It offers an ingame panel and editor dock to look at your tracked values, which get there using
Log Pop
by ZIM | MIT
A lightweight in-game log overlay for Godot 4 (pure GDScript, no .NET required). Works in both GDScript and C# projects. View print / warning / error while running. Open with hotkey (default Ctrl+L), three-finger long-press, or auto-open on error (can be
Log Pop A lightweight in-game log overlay for Godot 4. View print / warning / error messages while the game is running — useful for debugging on device, touch builds, or when the editor Output panel isn't enough. Pure GDScript, no .NET required. Works in
Scene Selector
by TranquilMarmot | MIT
Adds a toolbar button to quickly swap between main scenes when running a project
Godot Scene Selector Addon Godot addon that adds a dropdown in the Godot editor toolbar that lets you quickly select from a list of scenes that you configure. Adding "spawn points" lets you choose between different points in the world to teleport players
Spatial Debug Labels
by jokka39dev | MIT
Create customizable 2D and 3D labels that show custom parameters without a single line of code. Works inside the editor using @tool
Create 2D and 3D labels for displaying information! Display built in properties! You can display built in properties to display, such as: frames_per_second , frame , time_scale , process_time , position , rotation , scale . Display custom properties! Just
I.say() Debug Messaging
by Freswinn | MIT
I.Say() is a convenient way of adding useful preformatted debug messages to your code. It adds an autoload singleton called "I" with the methods I.say() and I.sayerr(), which print your message to the debug console with a header showing the script file
I.say() Godot plugin that creates a new autoload singleton called I, with methods I.say() and I.sayerr() , for clean preformatted debug messaging. The header shows the script file, method, and line number of the function's call. Installation Simply
Shader Stutter Tracker
by robolabgs2 | MIT
A Godot 4.6+ addon that identifies and debugs shader-related stutters in Compatibility rendering mode. Key Features: Precompilation Tools: Automated shader precompilation using powerful scene-based configurations. Runtime Monitoring: Track GLSL shader
Shader Stutter Tracker A Godot 4.6+ add-on to debug and fix shader compilation stutters in the Compatibility rendering pipeline. Limitations Debugging tools do not yet capture all possible compilation triggers; the project is under development
Simple Debugger
by Moron Loner | MIT
A simple and customizable debugger for Godot
This addon adds an auto-load, which allows you to call it anywhere, put some values into it and get them on your screen. It makes development easier, by allowing you to not constantly look into the console for print() results. It may be very useful when
Copy Full Stack Trace
by yongmin park | MIT
Adds a Copy Full button to the Debugger's Stack Trace panel. It collects the active error, selected thread, and every stack frame into one clipboard-ready block of text
Copy Full Stack Trace — Godot Editor Plugin A lightweight editor plugin for Godot that adds a Copy Full button to the Debugger's Stack Trace panel. It collects the active error, selected thread, and every stack frame into one clipboard-ready block of text
Signal Lens
by Yann Lemos | MIT
A Visual Debugger for Signals. Supports Godot 4.3
Features Click on a node in the remote scene tree and instantly view all its signals' connections. View signal emissions in real-time as they are emitted in-game. Select and rearrange a graph view to inspect your signal connections. Keep signal emissions
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