Quick answer: Call watch_signals on the exact emitting object before triggering the action, then assert with assert_signal_emitted or assert_signal_emitted_with_parameters.

GUT cannot retroactively know a signal fired. You must watch the emitter first, then perform the action, then assert. Watching after the emit always fails.

How to fix it

1. Watch before you act

Call watch_signals(obj) before the line that causes the emit. GUT connects to the signals at that moment, so anything emitted earlier is not recorded.

2. Watch the real emitter

Pass the actual node that declares the signal, not a parent or a duplicate. Signals emitted by a child you did not watch will not register on the parent.

3. Assert parameters when needed

Use assert_signal_emitted_with_parameters(obj, "health_changed", [50]) to verify both that it fired and the payload, which catches wrong-value regressions a plain emit check misses.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.