unity-systematic-debugging

unity-systematic-debugging is a skill for Claude Code from sonereraslan/local-marketplace. It costs 130 tokens per session (2,741 once invoked), scanned A, original, MIT.

A four-phase method for finding and fixing bugs in Unity, a game-development platform. It covers errors, failed tests, unexpected behaviour, build problems, and performance issues.

In plain words
What is it for?
Debugging Unity projects, including null references, compile errors, build failures, timing problems, and performance issues.
Why use it?
It reduces guesswork by requiring the underlying cause to be investigated before suggesting a fix.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the superunity plugin — 11 skills, 1 command, 4 agents, 2 hooks shipped together

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/sonereraslan/local-marketplace/unity-systematic-debugging
Any agent
npx skills add sonereraslan/local-marketplace --skill unity-systematic-debugging
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity, the plugin that ships this one along with the rest of its 11 skills, 1 command, 4 agents, 2 hooks.

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-systematic-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-systematic-debugging.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-systematic-debugging)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-systematic-debugging"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-systematic-debugging.svg" alt="Measured on agentmods" height="20"></a>
Per session 130 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,741 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 5.1 $0.00130 $0.02741
Opus 5 $0.00065 $0.01371
Sonnet 5 $0.00026 $0.00548
Haiku 4.5 $0.00013 $0.00274

Measured 5d ago against content hash d00e2bb7c36a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-systematic-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 5d 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.

plugins/superunity/skills/unity-systematic-debugging/SKILL.md · 244 lines

How it starts

The opening of the file, as written. The whole thing — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Systematic Debugging (Unity)

Overview

Random fixes waste time and create new bugs. Quick patches mask underlying issues. Unity has specific failure modes that require a disciplined approach: null references from destroyed objects, execution order dependencies, serialization gaps, coroutine timing, and physics callback ordering.

Core principle: Identify the root cause before attempting fixes. Symptom-level fixes create regressions.

Rule: Complete Phase 1 (root cause investigation) before proposing any fix.

Especially important when:

  • Under time pressure (emergencies make guessing tempting)
  • "Just one quick fix" seems obvious
  • Multiple fixes have already been tried
  • The issue is not fully understood

The Four Phases

Complete each phase before proceeding to the next.

Phase 1: Root Cause Investigation

Complete this phase before attempting any fix. Dispatch the unity-error-analyzer agent to assist with initial error analysis if a stack trace or Console output is available.

1. Read the Unity Console Completely
  • Read the full stack trace — don't stop at the first line
  • Note the exact exception type, file, and line number
  • Check for warnings above the error — they often reveal the real cause
  • Look for [ExecuteInEditMode] vs runtime context clues
  • Common Unity error patterns to recognize immediately:
Error Likely Root Cause
NullReferenceException in Start/Awake Missing Inspector reference or wrong initialization order
NullReferenceException after scene change Object destroyed, reference not cleared
MissingReferenceException Reference to a destroyed object still held
UnassignedReferenceException [SerializeField] field left null in Inspector
SerializationException Data class not marked [System.Serializable]
Test fails in EditMode but passes in PlayMode Hidden MonoBehaviour/Application dependency in logic
Test fails in PlayMode intermittently Coroutine timing, frame ordering, or physics step assumption
Domain reload breaks references Static state not reset, or [InitializeOnLoad] ordering issue

Read the full file on GitHub · 244 lines

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. 5d ago First seen · 244 lines · 130 tokens per session scan A d00e2bb7c36a

Subscribe to this mod's changes

unity-systematic-debugging is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 130 tokens to every session and 2,741 once invoked, about $0.0006 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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