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 skills add hoatv2211/GameStudio-CodexKIT --skill unity-client-offline-debugginggit clone --depth 1 https://github.com/hoatv2211/GameStudio-CodexKITWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging)<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00038 | $0.00826 |
| Opus 5.5 | $0.00015 | $0.00330 |
| Sonnet 5.5 | $0.00008 | $0.00165 |
| Haiku 4.5 | $0.00004 | $0.00083 |
Grade A, and why
unity-client-offline-debugging 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Client Offline Debugging
Overview
Trace offline startup from entry scene through configuration, authentication bypass, local data, network fallback, and gameplay scene activation without editing Unity assets first.
When to use
Use when offline mode hangs, redirects to login, waits for a disconnected server, lacks mock data, fails bootstrap, or enters the wrong scene.
When NOT to use
Do not use when the client enters offline mode but a widget, canvas, NGUI item, prefab, atlas, or draw order is wrong.
Required inputs and context discovery
Collect Unity version, entry scene, offline flag source, bootstrap components, login/network path, local data path, expected scene, logs, reproducible steps, and asset or scene no-touch rules.
Safety and risk level
Read-only diagnosis first. Do not open or save scenes/prefabs, regenerate project files, upgrade packages, or change serialization without explicit mutation scope and backup.
Workflow
- Reproduce the offline failure and capture the first divergent log or state. Completion criterion: expected and observed startup paths are documented.
- Trace how the offline flag is sourced and propagated through bootstrap. Completion criterion: the first missing or overwritten state is identified.
- Inspect authentication bypass, network timeout/fallback, and local mock data contracts. Completion criterion: offline dependencies are classified as present, missing, stale, or BLOCKED.
- Trace scene activation and required managers without saving Unity assets. Completion criterion: the failing code/data boundary is narrowed.
- Hand a minimal failing test or instrumentation plan to
evidence-first-debugging. Completion criterion: no speculative asset edits occurred.
Evidence and output contract
Produce reproduction steps, Unity/version snapshot, log paths, bootstrap trace, offline flag source, dependency state, suspect paths, verdict, and next experiment.
Handoff contract
Record entry scene, expected scene, offline flag source, network behavior, local data dependencies, logs, asset no-touch paths, and the next discriminating check.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 1mo ago First seen · 79 lines · 38 tokens per session scan A 45b1829ba155
unity-client-offline-debugging is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed 1mo ago), licensed MIT. It adds 38 tokens to every session and 826 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-08-31.
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