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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 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Guided runtime debugging — add Debug.Log diagnostics, test in play mode via MCP, read console, identify root cause and fix
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
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