Troubleshooting

How to isolate problems, validate, and report useful details.

v0.9.4Godot 4.7 stable4.6.3 supportedSupport
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.

Troubleshooting

ProblemFirst fix
Plugin does not appearCheck folder nesting. The correct path is addons/dreamcatcher/plugin.cfg. Restart Godot after fixing.
Panels are missingRestart Godot, reset editor layout if needed, and check whether plugin enabled cleanly. Check Module Manager and no-autoload mode.
A custom node is missingThe module that owns it may be disabled. Open Module Manager and verify module state.
Generated asset does not appearRefresh filesystem, check res://dream/generated/_registry/, and run generated asset validation.
Regenerate button is disabledDirect regeneration is mainly supported for stored map/dungeon/overworld presets in v0.9.4.
Assign says metadata-onlyThis is expected for some v0.9.4 assignments. It means traceable assignment metadata was saved but full runtime binding may need later/manual setup.
Quick Play does not runValidate the current scene, check for missing main scene/current scene, and review Godot output errors.
Visual Logic does not triggerCheck trigger area/collision layers, assigned sequence, condition values, and whether the actor can interact with the object.
NPC dialogue does not showCheck dialogue resource reference, speaker/portrait references, interaction trigger, and UI/dialogue system availability.
Chest gives infinite rewardsAdd an opened variable/switch and check it before giving the reward.
Map event does not workValidate destination references, trigger shape, collision layers, target scene/spawn ID, and event page conditions.
Imported tilesheet looks wrongCheck tile size, layout profile, spacing/margins, and asset license/ownership.
Audio/VFX does not playCheck file path, assignment target, audio bus, metadata-only status, and whether runtime binding is supported for that case.
Export Preflight failsInstall Godot export templates, check missing scenes/resources, and review platform-specific SDK/account requirements.
Project feels slowRun Content Validator, use Asset Cleaner, inspect Performance Panel, and reduce heavy generated content until the prototype is stable.

If nothing happens: debugging Dreamcatcher logic

Debugging is checking the chain from player action to feedback. Do not randomly change many things. Follow the chain.

Player actionTrigger emitted?Object receives?Graph assigned?Conditions pass?Action runs?Feedback visible?State saved?
SymptomMost likely missing linkFirst checks
NPC does nothingTrigger or graph assignmentInteractionArea, event trigger, DreamBehavior graph, signal name
Dialogue opens but quest does not startChoice consequence linkChoice ID, graph call, quest ID, switch/variable name
Door never opensState conditionDoor graph, unlock switch, quest completion, condition branch
Attack animation plays but no damageHitbox/hurtbox/damage graphAttackArea, Hurtbox, collision layers, damage formula
Enemy does not chaseDetection/navigation/AI stateDetectionArea, AI graph, navigation, collision blockers
HUD does not updateState binding or signalHUD instance, data source, update graph, signal connection
Validator complains about missing resourceBroken referenceFile path, ID spelling, renamed/deleted asset, registry entry

Presentation-specific debugging

Use this when the core logic works but the game does not feel or respond correctly.

Sound does not play

  1. Can the sound preview in Sound Studio?
  2. Is the project path still valid?
  3. Is the Visual Logic action after the real event?
  4. Is volume/mute set correctly?
  5. Does a temporary input trigger play it?

Music stacks or never stops

  1. Check map BGM versus battle BGM ownership.
  2. Confirm combat start/end triggers both exist.
  3. Do not start the same loop repeatedly on every frame.
  4. Restore map music after battle/cutscene ends.

Animation does not switch

  1. Check animation names exactly.
  2. Confirm the state actually changes.
  3. Test one animation with a temporary trigger.
  4. Check whether attack/hurt locks need to end.

VFX appears in the wrong place

  1. Check local versus global coordinates.
  2. Spawn on the target object first.
  3. Check if the effect is parented to UI, map, or actor.
  4. Test with a visible placeholder effect.

Cutscene never returns control

  1. Confirm an end beat exists.
  2. Check the return-control action.
  3. Check dialogue/camera wait completion.
  4. Add a debug fallback key only while testing.

UI feedback does not update

  1. Confirm the HUD scene is loaded.
  2. Check label/bar node path.
  3. Confirm the state/event actually changes.
  4. Test one UI update with a temporary input graph.