unity-client-offline-debugging

unity-client-offline-debugging is a skill for Claude Code, Codex from hoatv2211/GameStudio-CodexKIT. It costs 38 tokens per session (826 once invoked), scanned A, original, MIT.

A troubleshooting guide for Unity clients that fail to start offline. Unity is a game development platform; offline mode lets a client run without login or a connected server.

In plain words
What is it for?
Use it to investigate offline hangs, login redirects, disconnected-server waits, missing mock data, bootstrap failures, or wrong scene startup.
Why use it?
It provides a structured way to find where startup diverges, such as authentication, bootstrap, local data, network fallback, or scene activation.

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/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging
Any agent
npx skills add hoatv2211/GameStudio-CodexKIT --skill unity-client-offline-debugging
Clone the repo
git clone --depth 1 https://github.com/hoatv2211/GameStudio-CodexKIT

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unity-client-offline-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging.svg)](https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-client-offline-debugging)
Your own site
<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="Measured on agentmods" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 826 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 $0.00038 $0.00826
Opus 5 $0.00019 $0.00413
Sonnet 5 $0.00008 $0.00165
Haiku 4.5 $0.00004 $0.00083

Measured 3d ago against content hash 45b1829ba155, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 3d 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.

skills/unity-client-offline-debugging/SKILL.md · 79 lines

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

  1. Reproduce the offline failure and capture the first divergent log or state. Completion criterion: expected and observed startup paths are documented.
  2. Trace how the offline flag is sourced and propagated through bootstrap. Completion criterion: the first missing or overwritten state is identified.
  3. Inspect authentication bypass, network timeout/fallback, and local mock data contracts. Completion criterion: offline dependencies are classified as present, missing, stale, or BLOCKED.
  4. Trace scene activation and required managers without saving Unity assets. Completion criterion: the failing code/data boundary is narrowed.
  5. 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.

Read the full file on GitHub · 79 lines

Files

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.

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. 3d ago First seen · 79 lines · 38 tokens per session scan A 45b1829ba155

Subscribe to this mod's changes

unity-client-offline-debugging is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed today), licensed MIT. It adds 38 tokens to every session and 826 once invoked, about $0.0002 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 2026-08-31.

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