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Debug

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Inspect debug, diagnostics and compile state

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  • Added May 27, 2026
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A100/100

Scanned October 4, 2026

npx -y skills add Besty0728/Unity-Skills --skill debug --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: unity-debug
description: Inspect debug, diagnostics and compile state
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Diagnosing compile failures
- Checking errors after a change
- Forcing recompilation
- Gathering system diagnostics
- 诊断编译失败、改动后检查报错、强制重编、收集系统诊断

# Debug Skills

Debug utilities for error checking and diagnostics.

## Operating Mode

- **Approval**: 只读类 skill(`unity_diagnose` / `debug_get_errors` / `debug_get_logs` / `debug_check_compilation` / `debug_get_system_info` / `debug_get_stack_trace` / `debug_get_assembly_info` / `debug_get_defines` / `debug_get_memory_info`,全部标 `SkillMode.SemiAuto`)直接执行;`debug_force_recompile` / `debug_set_defines` 默认 `SkillMode.FullAuto`,需用户 grant,grant 后一步执行返结果。
- **Auto / Bypass**: 直接执行。
- **本模块含 Reload 类高危 skill**:`debug_force_recompile`(标 `MayTriggerReload=true`)必然触发 Domain Reload;`debug_set_defines` 修改 `PlayerSettings` 的 scripting defines 也会触发重编译 —— 这些 skill 在 Approval / Auto 下会被 `IsForbiddenInSemi` 自动拦截,**仅 Bypass 或 Allowlist 命中可执行**,调用后服务端会短暂不可用。

**DO NOT** (common hallucinations):
- `debug_compile` / `debug_recompile` do not exist → use `debug_force_recompile`
- `debug_run` does not exist → use `editor_play` (editor module)
- `debug_clear` does not exist → use `console_clear` (console module)
- `debug_set_defines` triggers Domain Reload — server will be temporarily unavailable

**Routing**:
- For runtime console logs → use `console` module's `console_get_logs` / `console_start_capture`
- For play mode control → use `editor` module
- For script compile feedback → use `script` module's `script_get_compile_feedback`

## Skills

### `unity_diagnose`
**Aggregated Editor health snapshot — call this FIRST when triaging problems.** Combines console errors, compile state, recent workflow tasks, recent jobs, and server stats in a single response. Avoids chaining 4-5 individual skills.

**Parameters:**
- `errorLimit` (int, optional, default 20, range 1-200): Max console entries to return.
- `includeWarnings` (bool, optional, default true): Include warnings (false = errors only).
- `includeRecentJobs` (bool, optional, default true): Include the 10 most recent async jobs.

**Returns:** `{ summary: { healthy, consoleErrorCount, consoleWarningCount, isCompiling, serverRunning, hint }, compile, console, workflow, server, recentJobs }`

### `debug_get_logs`
Get console logs filtered by type and content.
**Parameters:**
- `type` (string, optional): Filter by type (Error/Warning/Log/All, case-insensitive; a value naming none of them is rejected with `SEMANTIC_INVALID`). Default: Error.
- `filter` (string, optional): Filter by content.
- `limit` (int, optional): Max entries. Default: 50.

### `debug_get_errors`
Get only active errors and exceptions from console.
**Parameters:**
- `limit` (int, optional): Max entries. Default: 50.

### `debug_check_compilation`
Whether Unity is compiling right now, and whether the last finished compilation succeeded.
**Parameters:** None.
**Returns:** `{isCompiling, isUpdating, lastCompilation: {succeeded, errorCount, finishedAtUtc, errors: [{file, line, message}]}}` — `lastCompilation` is null until a compilation finishes in this editor session. `isCompiling: false` alone never means the last compile succeeded: after a failed compile Unity keeps running the old assemblies.

### `debug_force_recompile`
Force Unity to recompile all scripts.
**Parameters:** None.

### `debug_get_system_info`
Get system and Unity environment information.
**Parameters:** None.

### `debug_get_stack_trace`
Get stack trace for a log entry by index.

| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| entryIndex | int | Yes | - | Index of the log entry to retrieve stack trace for |

**Returns:** `{ index, message, stackTrace }`

### `debug_get_assembly_info`
Get project assembly information.

**Parameters:** None.

**Returns:** `{ success, count, assemblies }`

### `debug_get_defines`
Get scripting define symbols for current platform.

**Parameters:** None.

**Returns:** `{ success, buildTargetGroup, defines }`

### `debug_set_defines`
Set scripting define symbols for current platform.

| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| defines | string | Yes | - | Scripting define symbols to set |

**Returns:** `{ success, buildTargetGroup, defines, serverAvailability }`

### `debug_get_memory_info`
Get memory usage information.

**Parameters:** None.

**Returns:** `{ success, totalAllocatedMB, totalReservedMB, totalUnusedReservedMB, monoUsedSizeMB, monoHeapSizeMB }`

---
## Exact Signatures

Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.

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