Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add commands/devdavv/unity-ai-workflow/uw-cmd-debuggit clone --depth 1 https://github.com/devdavv/unity-ai-workflowWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00000 | $0.00486 |
| Opus 5 | $0.00000 | $0.00243 |
| Sonnet 5 | $0.00000 | $0.00097 |
| Haiku 4.5 | $0.00000 | $0.00049 |
Grade A, and why
uw-cmd-debug scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
/uw-cmd-debug — Debugging Workflow
Apply the 4-phase debugging framework to identify and fix bugs.
Skills
Load uw-unity-debugging from .claude/skills/uw-unity-debugging/SKILL.md.
Phase 1: Gather Evidence
- Read the error — Via Unity MCP
read_consoleor user-provided logs. - Reproduce — What are the exact steps to trigger the bug?
- Scope — Single script? System interaction? Timing?
- Recent changes — Check
git log -5for what changed.
Phase 2: Isolate
- Narrow the search — Comment out systems to find the culprit.
- Add targeted logs — Use
GameDebug.Logat decision points. - Common causes checklist:
- Execution order (
AwakevsStartvsOnEnable) - Null reference (destroyed object, unassigned field)
- Threading (Unity API on background thread)
- State not reset (
OnDisable/OnDestroycleanup) - Physics timing (
UpdatevsFixedUpdate)
- Execution order (
Phase 3: Hypothesize & Test
- State the hypothesis: "I believe [X] happens because [Y]."
- Write a test that proves or disproves the hypothesis.
- Run the test. If it fails -> back to Phase 2 with new info.
Phase 4: Fix & Verify
- Implement the minimal fix.
- Run the specific test from Phase 3.
- Run the full test suite for regressions.
- Clean up temporary debug logs.
- Commit with:
fix({scope}): {root cause description}
Common Unity Pitfalls
| Symptom | Common Cause |
|---|---|
| NullRef in Awake | Execution order — use [DefaultExecutionOrder] |
| MissingComponent | Destroyed object still referenced |
| Works in Editor, fails in build | Editor-only API usage |
| Intermittent failure | Race condition or timing |
| Physics jitter | Wrong update loop |
Output
- Root cause identified and documented
- Fix implemented with test coverage
- Regression suite passing
$ARGUMENTS
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 52 lines · 0 tokens per session scan A 78689d42ffb6
uw-cmd-debug is a command published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 486 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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