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diagnose
Guided runtime debugging — add Debug.Log diagnostics, test in play mode via MCP, read console, identify root cause and fix
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Guided runtime debugging — add Debug.Log diagnostics, test in play mode via MCP, read console, identify root cause and fix
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Orchestrate complex Unity tasks by planning and dispatching to specialized subagents in parallel. Use for any multi-step task that benefits from parallel execution. Enforces write-set collision checks and MCP instance pinning automatically.
Pre-load shared context for parallel agent dispatch (context mode), or shard a glob across N read-only research agents (shard mode). Use before /do for big read-mostly jobs.
Reverse-engineer the runtime call sequence for a C# symbol by temporarily injecting Diag.FlowStep instrumentation, running a play-mode scenario, querying the resulting flow trace via diag_query, and reverting the instrumentation cleanly. Use when you need to know "what actually runs when X happens" without scattering Debug.Log by hand.
Audit and improve track environment visual quality — lighting, materials, terrain, post-processing, probes, LODs. Dispatches unity-environment-artist agent.
Create a World Space (diegetic) UI panel using UI Toolkit — UXML, USS, PanelSettings, UIDocument. Use when the user wants in-world UI like pit boards, machine displays, signage, or any 3D-positioned UI element.
| name | diagnose |
| description | Guided runtime debugging — add Debug.Log diagnostics, test in play mode via MCP, read console, identify root cause and fix |
Structured workflow for diagnosing runtime bugs in Unity play mode.
bug (required): Description of the bug or unexpected behaviorscene (optional): Scene to test in (default: currently loaded scene)mcp__UnityMCP__read_console(types=["error","warning"])CRITICAL: Use Debug.Log, NEVER Diag.Log — Diag.Log writes to an internal event log that does NOT appear in the Unity console.
For each suspect location, add a Debug.Log with:
[ClassName] prefix for filtering$"[Foo] MethodName: ref={ref != null} value={value}"Commit each modified file immediately (project rule).
mcp__UnityMCP__manage_scene(action="get_active")mcp__UnityMCP__read_console(action="clear")mcp__UnityMCP__manage_editor(action="play")mcp__UnityMCP__read_console(count=30)mcp__UnityMCP__read_console(types=["error","warning"])mcp__UnityMCP__manage_editor(action="stop")From the console output, determine:
Debug.Log calls (or leave them if they add value)Diag.Log with Debug.Log instead of adding linesmcp__UnityMCP__read_console(types=["error"]) after script edits to catch compile errors before testingfilter_text parameter if output is noisy