Examples β
Real debugging and development scenarios using Theatre. Each example is a complete story β from problem identification through diagnosis to fix.
Debugging Examples β
Physics Tunneling
Fast-moving objects pass through walls. The code looks right but the collision just doesn't happen.
See how to debug this βPathfinding Failures
NPCs get stuck, take bizarre routes, or refuse to move at all. The navmesh looks fine in the editor.
See how to debug this βAnimation Sync Issues
The attack animation plays but the hitbox doesn't activate at the right frame. Timing is off.
See how to debug this βCollision Layer Confusion
Two objects should collide but don't. Or they collide when they shouldn't. Layer/mask bits are a maze.
See how to debug this βUI Overlap Issues
UI elements overlap or go off-screen on different resolutions. Anchor logic is hard to reason about.
See how to debug this βBuild Examples β
Build a Level
Start from scratch and build a complete platformer level using Director's scene, node, and TileMap tools.
See how to debug this βBuild & Verify
The flagship workflow: Director builds a room, Spectator verifies a player can navigate it. Full loop.
See how to debug this βWhat these examples teach β
Each example is written as a real session transcript β you can see exactly what tool calls the AI agent makes, in what order, and why. The pattern across all examples is the same:
- Observe β spatial_snapshot, scene_tree, or clips to understand current state
- Narrow β spatial_inspect, spatial_query, or clips query_range to focus on the problem
- Diagnose β read property values, compare nodes, analyze the spatial timeline
- Fix β Director operation or source code edit
- Verify β spatial_inspect or snapshot to confirm the fix
The tools are always the same. What differs is which tool surfaces the evidence for each category of bug.