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Uw unity debugging

Skill IdoCohen560/claude-unity-game-studio/unity-ai-workflow/.claude/skills/uw-unity-debugging

AI-powered Unity game development studio for Claude Code - 49 agents, 120+ skills, and a full studio hierarchy that turns a single AI session into a coordinated game dev team. View more about me in my portfolio.

Install
npx -y skills add IdoCohen560/claude-unity-game-studio --skill uw-unity-debugging

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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  • 8 stars8 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.

SKILL.md

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Unity Debugging

4-phase debugging framework. Also generates the GameDebug wrapper class.

Before You Start

  1. Check if GameDebug.cs already exists in the project (search for class GameDebug). If not, generate it using the template below during project setup.
  2. Read docs/ProjectConfig.yaml -> mcp.unity_mcp — if true, use read_console to read Unity console output.
  3. Read docs/CODING_STANDARDS.md for async patterns — bugs in async code often involve missing CancellationToken or unhandled OperationCanceledException.

4 Phases

Phase 1: Gather Evidence

  1. Read Unity console (read_console via MCP or ask user for errors).
  2. Reproduce — exact steps to trigger.
  3. Scope — single script, system interaction, or timing?
  4. Check git log -5 for recent changes.

Phase 2: Isolate

  1. Comment out systems to narrow the culprit.
  2. Add targeted GameDebug.Log at decision points.
  3. Check common causes:
    • Execution order (Awake vs Start vs OnEnable)
    • Null reference (destroyed object, unassigned field)
    • Unity API called from background thread
    • State not reset in OnDisable/OnDestroy
    • Physics in Update instead of FixedUpdate

Phase 3: Hypothesize & Test

  1. State: "I believe X happens because Y."
  2. Write a test proving/disproving the hypothesis.
  3. If test fails -> back to Phase 2.

Phase 4: Fix & Verify

  1. Implement minimal fix.
  2. Re-run the hypothesis test.
  3. Run full test suite for regressions.
  4. Clean up temp debug logs.
  5. Commit: fix({scope}): {root cause description}

GameDebug Wrapper

Generate during project setup. Uses [Conditional("ENABLE_LOGS")] so all calls are stripped in release builds. Includes [CallerFilePath], [CallerMemberName], and [CallerLineNumber] for automatic context — no need to manually describe where a log came from.

using System.Diagnostics;
using System.Runtime.CompilerServices;

public enum LogTopic { General, Gameplay, Audio, UI, Network, Physics, AI }

public static class GameDebug
{
    [Conditional("ENABLE_LOGS")]
    public static void Log(
        string message,
        LogTopic topic = LogTopic.General,
        [CallerFilePath] string file = "",
        [CallerMemberName] string member = "",
        [CallerLineNumber] int line = 0) =>
        UnityEngine.Debug.Log(Format(topic, message, file, member, line));

    [Conditional("ENABLE_LOGS")]
    public static void LogWarning(
        string message,
        LogTopic topic = LogTopic.General,
        [CallerFilePath] string file = "",
        [CallerMemberName] string member = "",
        [CallerLineNumber] int line = 0) =>
        UnityEngine.Debug.LogWarning(Format(topic, message, file, member, line));

    [Conditional("ENABLE_LOGS")]
    public static void LogError(
        string message,
        LogTopic topic = LogTopic.General,
        [CallerFilePath] string file = "",
        [CallerMemberName] string member = "",
        [CallerLineNumber] int line = 0) =>
        UnityEngine.Debug.LogError(Format(topic, message, file, member, line));

    private static string Format(
        LogTopic topic, string msg, string file, string member, int line) {
        var fileName = System.IO.Path.GetFileNameWithoutExtension(file);
        return $"[{topic}] {fileName}.{member}:{line} — {msg}";
    }
}

Usage: GameDebug.Log("Player spawned", LogTopic.Gameplay); Output: [Gameplay] PlayerController.Start:42 — Player spawned

Add ENABLE_LOGS to Scripting Define Symbols for Development builds only. Customize LogTopic enum per project.

After Debugging

  • Write regression test: Use uw-unity-test-runner to add a test that catches the bug if it reappears.
  • Code review: Use uw-code-review to verify the fix doesn't introduce new issues.
  • Visualize debug data: Use uw-unity-editor-tools to add Gizmos or Handles for spatial debugging (visualize raycast paths, trigger volumes, etc.).

Rules

  • Always follow the 4-phase framework — never jump to a fix before gathering evidence and forming a hypothesis.
  • Use GameDebug wrapper, never raw Debug.Log / Debug.LogWarning / Debug.LogError.
  • Clean up all temporary debug logs after the fix is verified.
  • Write a regression test for every bug fix.
  • If ProjectConfig.yaml -> mcp.unity_mcp is true, use read_console for console output and run_tests to verify fixes.

Keep looking

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