/debug
Inspect debug, diagnostics and compile state. 检查调试、诊断与编译状态。
$ npx -y skills add Besty0728/Unity-Skills --skill debug --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/debug
Context preview
The summary Claude sees to decide when to auto-load this skill.
Inspect debug, diagnostics and compile state. 检查调试、诊断与编译状态。
SKILL.md
debug.SKILL.mdname: unity-debug
description: Inspect debug, diagnostics and compile state. 检查调试、诊断与编译状态。
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). 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`
Check if there are any compilation errors. **Parameters:** None.
`debug_force_recompile`
Force Unity to recompile all scripts. **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.
Read more
name: unity-debug description: Inspect debug, diagnostics and compile state. 检查调试、诊断与编译状态。
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). 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`
Check if there are any compilation errors. **Parameters:** None.
`debug_force_recompile`
Force Unity to recompile all scripts. **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.
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