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 SummerEngine/summer-engine-agent --skill debuggit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/debug)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/debug"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/debug/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/summerengine/summer-engine-agent/debug"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/debug.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Memory Poisoning · line 247 Skill attempts to fill the context window with filler content, displacing legitimate instructions and safety constraints. This can degrade agent performance or bypass safety boundaries.Fix: Implement context-window management that detects and rejects padding or stuffing attempts. Prioritize system instructions over user-injected content.
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 | $0.00073 | $0.03892 |
| Opus 5.5 | $0.00029 | $0.01557 |
| Sonnet 5.5 | $0.00015 | $0.00778 |
| Haiku 4.5 | $0.00007 | $0.00389 |
Grade A, and why
debug 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 2mo 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 — 250 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/debug — Triage and Fix a Bug End-to-End
The disciplined debugging loop for Summer projects. Read the error before guessing. Form a hypothesis before editing. Verify the fix before declaring victory. Never grep the codebase before reading the actual error.
Core principle: The debugger already knows what's wrong. Your job is to listen to it before doing anything else.
When to use this skill
- The user says "it crashes", "it broke", "throws an error", "doesn't work", "freezes", "wrong behavior".
- The user invokes
/summer debug, asks for a support report, or wants something they can send to Summer. - The user pastes a stack trace.
- A previous build or test step failed and the user wants to fix it.
When NOT to use this skill
- The user is asking how to prevent a class of bug — that's a design question. Use the relevant discipline skill (
gdscript-patterns,scene-composition). - The user is asking for a feature with a known unfinished spec — that's
make-gameterritory. - The bug is in a non-Godot file the host agent can debug natively (CI config, npm scripts) — use the host's debugger.
The Loop
Listen → Diagnose → Hypothesize → Propose → Fix → Verify
Do not skip steps. Do not loop back to "Hypothesize" without re-running the cheap diagnostic.
0. Support report mode
If the user asks for /summer debug, "send this to Summer", "make a report", or they are stuck in Codex/cloud/another agent environment, create a portable report first:
summer_create_debug_report({
issue: "<one-sentence user symptom>",
include_play_session: <true only when the issue appears during runtime>
})
Tell the user where the Markdown file was written and remind them to review local paths and stack traces before sending. Then continue the normal debug loop only if they also asked you to fix the bug.
Fallback when the MCP tool is not available but shell is available:
summer debug "<one-sentence user symptom>"
Add --play only when the issue appears after pressing Play.
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.
- 2mo ago First seen · 250 lines · 73 tokens per session scan A 416c5070d974
debug is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed 1mo ago), licensed MIT. It adds 73 tokens to every session and 3,892 once invoked, about $0.0003 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 2026-08-30.
Other skills, from other repositories
performance-optimization
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…
beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.