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 sonereraslan/local-marketplace --skill unity-systematic-debugginggit clone --depth 1 https://github.com/sonereraslan/local-marketplaceWrote 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/sonereraslan/local-marketplace/unity-systematic-debugging)<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/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/sonereraslan/local-marketplace/unity-systematic-debugging"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-systematic-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 | $0.00130 | $0.02741 |
| Opus 5.5 | $0.00052 | $0.01096 |
| Sonnet 5.5 | $0.00026 | $0.00548 |
| Haiku 4.5 | $0.00013 | $0.00274 |
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 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 — 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 |
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 · 244 lines · 130 tokens per session scan A d00e2bb7c36a
unity-systematic-debugging is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 5mo ago), licensed MIT. It adds 130 tokens to every session and 2,741 once invoked, about $0.0005 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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