unity-debug

A workflow for investigating runtime errors in the Unity game-development editor, including null references and console messages.

In plain words
What is it for?
Use it to read Unity console errors, inspect scene hierarchies and components, find missing assets or references, clear logs, and verify the resulting fix.
Why use it?
It gives a structured way to classify errors and inspect the relevant scene, components, assets, and logs instead of debugging from incomplete information.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/bigdra50/unity-cli/unity-debug
Any agent
npx skills add bigdra50/unity-cli --skill unity-debug
Clone the repo
git clone --depth 1 https://github.com/bigdra50/unity-cli

Made for: Claude Code, Codex.

Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 602 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What 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.

ModelPer sessionOnce invoked
Fable 5 $0.00051 $0.00602
Opus 5 $0.00026 $0.00301
Sonnet 5 $0.00010 $0.00120
Haiku 4.5 $0.00005 $0.00060

Measured yesterday against content hash 871c0dc681b0, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-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 yesterday.

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.

skills/unity-debug/SKILL.md · 58 lines

What it actually says

unity-debug

PREREQUISITE: ../unity-shared/SKILL.md(Relay Server 経由で Unity Editor が起動/アクティブであること)

skill 経由のコマンドは必ず -i <instance> を付ける (unity-shared #インスタンス指定)。

調査フロー

1. エラー取得      u -i <instance> console get -l E,X | head -20
2. エラー分類      → コンパイルエラー / ランタイムエラー / Missing 系
3. コンテキスト収集  u -i <instance> scene hierarchy / u -i <instance> component inspect / u -i <instance> screenshot
4. 原因特定 → 修正 → /unity-verify で検証

エラー分類と対応

エラー種別 対応
CS0XXX (コンパイルエラー) コード修正 → /unity-verify
NullReferenceException u -i <instance> scene hierarchy + u -i <instance> component inspect で参照確認
MissingReferenceException u -i <instance> asset info でアセット存在確認
MissingComponentException u -i <instance> component list で確認 → u -i <instance> component add

コンソール操作

u -i <instance> console get                   # 全ログ
u -i <instance> console get -l E | head -10   # Error のみ、先頭10件
u -i <instance> console get -l E,W            # Error + Warning
u -i <instance> console clear                 # ログクリア

状態確認

u -i <instance> screenshot          # エディタのスクリーンショット
u -i <instance> scene hierarchy     # 現在のシーン構造
u -i <instance> state               # Play/Pause/Compile 状態

コンパイルエラーが解決しない場合は /unity-verify に切り替える。

Changes

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.

  1. yesterday First seen · 58 lines · 51 tokens per session scan A 871c0dc681b0

Subscribe to this mod's changes

unity-debug is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 51 tokens to every session and 602 once invoked, about $0.0003 per session on Opus 5. 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.

Related

Other skills, from other repositories

unity

Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…

ReactUnity/core · 108 tokens

uloop-execute-dynamic-code

Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks.

hatayama/unity-cli-loop · 43 tokens

uloop-simulate-mouse-input

Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use…

hatayama/unity-cli-loop · 113 tokens

uloop-pause-point

Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.

hatayama/unity-cli-loop · 69 tokens

uloop-screenshot

Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.

hatayama/unity-cli-loop · 31 tokens

uloop-simulate-keyboard

Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).

hatayama/unity-cli-loop · 62 tokens