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Examples

Real debugging and development scenarios using Theatre, an AI agent toolkit for Godot. Each example is a complete story — from problem identification through diagnosis to fix — written as a real AI agent session transcript. You can see exactly which MCP tools the agent calls, in what order, and why.

Every scenario uses a real Godot project as the debugging target. The agent connects via Theatre's Stage tools to observe spatial data from the running game, then uses that data to diagnose and fix the issue — no screenshots, no guessing from code alone.

Debugging Examples

Build Examples

What these examples teach

Each example follows the same five-step debugging methodology. The tools are always the same — what differs is which tool surfaces the evidence for each category of bug.

StepPurposeTypical Tools
ObserveUnderstand current game statespatial_snapshot, scene_tree, recording playback
NarrowFocus on the problem areaspatial_inspect, spatial_query, clips query_range
DiagnoseRead property values, compare nodes, analyze timelinespatial_inspect, spatial_delta, spatial_watch
FixApply the correctionDirector operations or source code edits
VerifyConfirm the fix worksspatial_snapshot, spatial_inspect

Tools used across examples

ExamplePrimary ToolsKey Insight
Physics TunnelingRecording, spatial_inspectVelocity spike exceeds collision shape thickness
Pathfindingspatial_query, scene_treeNavMesh region gaps or agent radius mismatches
Animation Syncspatial_watch, spatial_actionTrack keyframe timing against hitbox activation
Collision Layersspatial_inspectLayer and mask bit comparison across node pairs
UI Overlapspatial_query, spatial_inspectControl node rect overlaps and z-index ordering
Build a LevelDirector scene, node, tilemap opsEnd-to-end level construction from scratch
Build & VerifyDirector + Stage loopBuild with Director, verify with Stage snapshots