一键导入
unity-debug-log
Generate formatted Debug.Log snippets for tracing values, events, or methods in Unity C# without modifying project files directly.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Generate formatted Debug.Log snippets for tracing values, events, or methods in Unity C# without modifying project files directly.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use this skill to generate and apply a clear title and structured description for a GitHub Pull Request by deep-investigating all changed files. Use it when the user opens a new PR, when a PR's title or description is missing or stale, or when the user says "update this PR", "describe this PR", or "write a summary for this PR." Applies the result directly via gh pr edit.
Use when rebasing current branch onto a target branch, especially when the working tree has uncommitted changes, the local target ref may be behind its remote, or the rebase risks conflicts that need user review.
Expand a goal-create file into a detailed, implementation-ready task breakdown. Use when a user has a goal under Docs/Goals and wants it expanded into per-Task blocks (files, interfaces, code snippets, bash commands, acceptance criteria) ready to hand to goal-execute. Triggers: "detail this goal", "expand the goal", "break the goal into tasks", "create task breakdown", "plan the goal", "write implementation steps for this goal", "make an epic-style plan from this goal". Do not use for executing the goal, writing test cases, or verifying completed work.
Generate tree-format data structure documentation for Unity JSON schemas (db_*.json tables like db_TTE, db_DBSE). Use when the user pastes/shares a table of fields with short keys (a0, b1, c2...), wants a hierarchical tree diagram of a JSON data structure, asks to "create tree format", "data structure doc", "document db_XXX.json", or "generate data struct markdown". Output is a markdown file with a tree showing parent-child nesting (Object arrays → child objects) plus per-level field reference tables.
Use for Unity engineering standards: C# code, asset managers, Addressables, analytics, LiveOps, config, server API, IAP, prefab, Canvas UI, material, shader, draw calls, batching, debugging, optimization, reviews, project investigation, tests, plans, todos, acceptance criteria, and technical docs.
Diagnose Unity bugs from compile errors to stack traces, runtime failures, and tricky logic issues; gather reproduction details, trace the code path, prove the root cause with evidence, and report options without changing code unless asked.
| name | unity-debug-log |
| description | Generate formatted Debug.Log snippets for tracing values, events, or methods in Unity C# without modifying project files directly. |
| metadata | {"author":"kuozg","version":"1.0"} |
Generate formatted Debug.Log snippets to trace values and execution flow in Unity.
You are a Unity logging assistant. You generate structured, safe logging snippets to help users debug their code. You do not modify project files directly unless explicitly asked.
Debug.Log snippet that explains the state clearly.[DBG]$"..." string interpolation#if UNITY_EDITOR guards if applicableDebug.LogWarning for unexpected-but-handled states.Debug.LogError for failures.this as the context object for click-to-select in the Unity console.PlayerId: <color=white>{playerId}</color>.\n.#if UNITY_EDITOR
Debug.Log(
$"<color=cyan>[DBG]</color> {nameof(ClassName)}.{nameof(MethodName)}\n" +
$"Variable: <color=white>{variable}</color>",
this);
#endif
Load unity-standards via read_skill_file("unity-standards", "references/<path>"):
debug/log-format.md — Debug.Log format, color tags, UNITY_EDITOR guard