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-ui-rendering-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-ui-rendering-debugging)<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-ui-rendering-debugging"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-ui-rendering-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-ui-rendering-debugging"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-ui-rendering-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 | $0.00052 | $0.00880 |
| Opus 5.5 | $0.00021 | $0.00352 |
| Sonnet 5.5 | $0.00010 | $0.00176 |
| Haiku 4.5 | $0.00005 | $0.00088 |
Grade A, and why
unity-ui-rendering-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 UI Rendering Debugging
Overview
Separate data/state problems from hierarchy, activation, geometry, clipping, material, atlas, camera, canvas, and NGUI depth problems before editing assets.
When to use
Use when a known UI state should render but a widget, item, canvas, prefab, atlas sprite, anchor, mask, or sorting layer is wrong or invisible.
When NOT to use
Do not use when the Unity client never reaches the offline/gameplay state, login/bootstrap fails, or network fallback is the primary symptom.
Required inputs and context discovery
Collect Unity and UI framework versions, hierarchy path, prefab source, expected data/state, activation state, canvas/camera, layer, sorting order or NGUI depth, clipping/mask chain, material/atlas, anchors, and no-touch asset rules.
Safety and risk level
Read-only diagnosis first. Do not save scenes or prefabs, reimport assets, change GUID/meta files, upgrade UI packages, or batch-reserialize without scoped mutation and backup.
Workflow
- Prove the underlying data and state say the item should exist. Completion criterion: rendering is isolated from business logic or routed elsewhere.
- Trace hierarchy presence, active state, scale, position, and parent clipping. Completion criterion: the first invisible transform or activation condition is identified.
- Inspect canvas/camera/layer/sorting or NGUI panel and widget depth. Completion criterion: render-order conflicts are supported by values, not screenshots alone.
- Inspect prefab links, materials, atlases, sprite names, masks, and anchors. Completion criterion: missing or stale asset references are named with paths.
- Define the smallest reversible change and verification scene or fixture.
Completion criterion: any asset edit routes through
safe-project-mutation.
Evidence and output contract
Produce hierarchy path, state proof, render-order values, clipping chain, prefab/material/atlas references, suspect cause, proposed minimal change, and verification plan.
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 · 52 tokens per session scan A dd72a503d4bd
unity-ui-rendering-debugging is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed 1mo ago), licensed MIT. It adds 52 tokens to every session and 880 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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