Installable skillMIT

Debug Skills

Debug, diagnostics and compile state — read console errors, force recompile, stack traces, list assemblies, manage scripting defines, sample memory, triage editor health. Exact signatures via GET /skills/schema.

BY Besty0728UPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex◈OpenClaw↗CursorInstall in a listed agent.

instructions.md

---
name: unity-debug
description: Inspect debug, diagnostics and compile state
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Diagnosing compile failures
- Checking errors after a change
- Forcing recompilation
- Gathering system diagnostics
- 诊断编译失败、改动后检查报错、强制重编、收集系统诊断

# Debug Skills

Debug utilities for error checking and diagnostics.

## Operating Mode

- **Approval**: 只读类 skill(`unity_diagnose` / `debug_get_errors` / `debug_get_logs` / `debug_check_compilation` / `debug_get_system_info` / `debug_get_stack_trace` / `debug_get_assembly_info` / `debug_get_defines` / `debug_get_memory_info`,全部标 `SkillMode.SemiAuto`)直接执行;`debug_force_recompile` / `debug_set_defines` 默认 `SkillMode.FullAuto`,需用户 grant,grant 后一步执行返结果。
- **Auto / Bypass**: 直接执行。
- **本模块含 Reload 类高危 skill**:`debug_force_recompile`(标 `MayTriggerReload=true`)必然触发 Domain Reload;`debug_set_defines` 修改 `PlayerSettings` 的 scripting defines 也会触发重编译 —— 这些 skill 在 Approval / Auto 下会被 `IsForbiddenInSemi` 自动拦截,**仅 Bypass 或 Allowlist 命中可执行**,调用后服务端会短暂不可用。

**DO NOT** (common hallucinations):
- `debug_compile` / `debug_recompile` do not exist → use `debug_force_recompile`
- `debug_run` does not exist → use `editor_play` (editor module)
- `debug_clear` does not exist → use `console_clear` (console module)
- `debug_set_defines` triggers Domain Reload — server will be temporarily unavailable

**Routing**:
- For runtime console logs → use `console` module's `console_get_logs` / `console_start_capture`
- For play mode control → use `editor` module
- For script compile feedback → use `script` module's `script_get_compile_feedback`

## Skills

### `unity_diagnose`
**Aggregated Editor health snapshot — call this FIRST when triaging problems.** Combines console errors, compile state, recent workflow tasks, recent jobs, and server stats in a single response. Avoids chaining 4-5 individual skills.

**Parameters:**
- `errorLimit` (int, optional, default 20, range 1-200): Max console entries to return.
- `includeWarnings` (bool, optional, default true): Include warnings (false = errors only).
- `includeRecentJobs` (bool, optional, default true): Include the 10 most recent async jobs.

**Returns:** `{ summary: { healthy, consoleErrorCount, consoleWarningCount, isCompiling, serverRunning, hint }, compile, console, workflow, server, recentJobs }`

### `debug_get_logs`
Get console logs filtered by type and content.
**Parameters:**
- `type` (string, optional): Filter by type (Error/Warning/Log/All, case-insensitive; a value naming none of them is rejected with `SEMANTIC_INVALID`). Default: Error.
- `filter` (string, optional): Filter by content.
- `limit` (int, optional): Max entries. Default: 50.

### `debug_get_errors`
Get only active errors and exceptions from console.
**Parameters:**
- `limit` (int, optional): Max entries. Default: 50.

### `debug_check_compilation`
Whether Unity is compiling right now, and whether the last finished compilation succeeded.
**Parameters:** None.
**Returns:** `{isCompiling, isUpdating, lastCompilation: {succeeded, errorCount, finishedAtUtc, errors: [{file, line, message}]}}` — `lastCompilation` is null until a compilation finishes in this editor session. `isCompiling: false` alone never means the last compile succeeded: after a failed compile Unity keeps running the old assemblies.

### `debug_force_recompile`
Request a clean script compilation and return `status:"accepted"`, `jobId` and `waitUrl`. GET the job to verify its matching cycle compiled assemblies successfully and loaded the new domain (`resultData.compilation.compiled`, `success`, `domainLoaded`). Requesting Unity's `CleanBuildCache` is not itself evidence that assemblies were compiled: an empty requested cycle fails at `no_compilation`. Use an actual script mutation's compile job when validating a changed script. Unity may defer the request until Play Mode exits, and the job never exits Play Mode automatically.
**Parameters:** None.

### `debug_get_system_info`
Get system and Unity environment information.
**Parameters:** None.

### `debug_get_stack_trace`
Get stack trace for a log entry by index.

| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| entryIndex | int | Yes | - | Index of the log entry to retrieve stack trace for |

**Returns:** `{ index, message, stackTrace }`

### `debug_get_assembly_info`
Get project assembly information.

**Parameters:** None.

**Returns:** `{ success, count, assemblies }`

### `debug_get_defines`
Get scripting define symbols for current platform.

**Parameters:** None.

**Returns:** `{ success, buildTargetGroup, defines }`

### `debug_set_defines`
Set scripting define symbols for current platform.

| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| defines | string | Yes | - | Scripting define symbols to set |

**Returns:** `{ success, buildTargetGroup, defines, serverAvailability }`

### `debug_get_memory_info`
Get memory usage information.

**Parameters:** None.

**Returns:** `{ success, totalAllocatedMB, totalReservedMB, totalUnusedReservedMB, monoUsedSizeMB, monoHeapSizeMB }`

---
## Exact Signatures

Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.