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.
Browse reusable instructions for your AI tools. Copy and customize a prompt, or download a skill for a supported agent.

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.
URP Decal Projector creation and configuration plus DecalRendererFeature setup — create/inspect/configure/batch-edit/delete/validate projectors. HDRP decals out of scope. Exact signatures via GET /skills/schema.
Unity material and shader property editing (Built-in/URP/HDRP) — create/duplicate/assign materials, set color/emission/textures, change shader, set properties, toggle keywords, render queue. Exact signatures via GET /skills/schema.
ProBuilder editable mesh modeling for blockout — create shapes, extrude/bevel/subdivide, weld/move vertices, paint per-face materials. Requires com.unity.probuilder. Exact signatures via GET /skills/schema.
Unity Package Manager (UPM) operations — install, remove, refresh, search, inspect packages, list dependencies, query versions, plus Cinemachine/Splines bootstrap. Exact signatures via GET /skills/schema.
Read-only scene/project/script analysis for AI coding context — scene health/summary/hotspots, hierarchy describe, stats, dependency & impact graph, project stack, scene context export. Exact signatures via GET /skills/schema.
Project-wide GraphicsSettings/QualitySettings for SRP — quality overview/level, default and per-quality SRP asset, Always Included Shaders, shader stripping. Exact signatures via GET /skills/schema.
Modern SRP post-processing on URP/HDRP VolumeProfiles — add/remove/inspect/tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments. Not for legacy PPv2. Exact signatures via GET /skills/schema.
Unity UGUI (Canvas-based) creation and layout — Canvas/Panel/Button/Text(TMP)/Image/InputField/Slider/Toggle/Dropdown/ScrollView, RectTransform anchors, layout groups. For UXML/USS use uitoolkit. Exact signatures via GET /skills/schema.
Architect and coding assistant for a C++ SDL 2D game engine, enforcing specific design patterns (SOLID, Attorney-Client), modern C++ resource management (std::unique_ptr, Rule of Five), architectural constraints (state caching, camelCase), flexible Renderer API design, and efficient batch renderi...
Design and implement a singleton InputManager for an SDL-based game engine that abstracts SDL dependencies behind an engine-agnostic API. It encapsulates gamepad logic in a dedicated class, uses unordered maps for robust device management, and tracks input state transitions.
Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability.
Generates C++ header and implementation files for a Vulkan-based game engine, covering core systems (Window, Renderer, etc.) and UI architecture (UIManager, UIElement), strictly adhering to RAII, Vulkan best practices, and specific integration patterns.
Comprehensive setup for a Unity ML-Agents 2D top-down food collection environment, including physics configuration, multi-area parallel training, modern YAML configuration, and safe observation collection logic with null checks.
Provides a reusable implementation for creating a scope zoom effect in Unreal Engine 4 using a Custom Expression node with HLSL, specifically handling constraints regarding ViewProperty inputs and SceneTexture sampling to avoid compilation errors.
Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to Redshift-specific syntax constraints.
Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Dump Unity IL2CPP symbols from iOS/Android builds. Extract method names, addresses, and type info from IL2CPP binaries and global-metadata.dat, then generate IDA/Ghidra import scripts.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Refactoring incremental et securise de code C# Unity. Detecte les code smells, propose un plan priorise par risque, et execute les changements un par un avec verification de compilation. Triggers: /unity-refactor, 'refactor', 'code smell', 'clean code', 'dette technique', 'refactoring unity'. Pro...
Try another platform, a broader search, or fewer filters.
Explore all resourcesResource formats: Prompts are ready to copy into a conversation. Skills install into the compatible agent shown on their page.
How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.