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unity-debugging-profiling
Unity Debugging and Profiling
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Unity Debugging and Profiling
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-debugging-profiling |
| description | Unity Debugging and Profiling |
Use this skill when diagnosing bugs with Debug.Log, profiling frame time or memory usage, or building custom debug visualization tools in Unity.
Open via Window > Analysis > Frame Debugger.
Click Enable to freeze the current frame and step through every draw call:
Common discoveries:
sharedMaterial)Install package: com.unity.memoryprofiler
Open via Window > Analysis > Memory Profiler.
| Category | What it includes |
|---|---|
| Managed | C# objects on the managed heap (GC-tracked) |
| Native | Unity engine objects (textures, meshes, AudioClips in VRAM/RAM) |
| Graphics | GPU memory (render textures, buffers) |
| Audio | Loaded audio data |
+= without corresponding -= prevents GCAddressables.Release() not called after loadEnable in Scene view: Gizmos dropdown > Physics > Show All (or specific options).
Shows: collision shapes, contacts, raycasts, trigger volumes.
Programmatic physics debug:
// Visualize all raycasts
Physics.queriesHitBackfaces = false;
Physics.queriesHitTriggers = false;
// In Project Settings > Physics:
// - Contact Pairs Mode: monitor contacts
// - Enable Enhanced Determinism: for replay systems
// - Solver Iterations: increase for complex stacking (default 6)
// - Simulation Mode: Fixed Update (standard) vs Script (manual)
Filter by custom tags:
// Use consistent prefixes so you can filter in Console search bar
Debug.Log("[AI] Pathfinding started");
Debug.Log("[Physics] Collision detected");
Debug.Log("[UI] Menu opened");