addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Inspect debug, diagnostics and compile state
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill debug --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill debug -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill debug -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill debug -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill debug -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill debug -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill debug -a windsurf -y
name: unity-debug description: Inspect debug, diagnostics and compile state
Compile state, console errors and logs, system and assembly information, scripting defines and an aggregated health snapshot. Parameters come from the schema (`GET /skills/schema?category=Debug&wire=v2`). Execution and dryRun rules: root [SKILL.md](../../SKILL.md).
**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:**
**Returns:** `{ summary: { healthy, consoleErrorCount, consoleWarningCount, isCompiling, serverRunning, hint }, compile, console, workflow, server, recentJobs }`
Get console logs filtered by type and content. **Parameters:**
Get only active errors and exceptions from console. **Parameters:**
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.
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.
Get system and Unity environment information. **Parameters:** None.
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 }`
Get project assembly information.
**Parameters:** None.
**Returns:** `{ success, count, assemblies }`
Get scripting define symbols for current platform.
**Parameters:** None.
**Returns:** `{ success, buildTargetGroup, 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 }`
Get memory usage information.
**Parameters:** None.
**Returns:** `{ success, totalAllocatedMB, totalReservedMB, totalUnusedReservedMB, monoUsedSizeMB, monoHeapSizeMB }`
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.