Automated summary
Provides a structured workflow for debugging Unity-specific issues (NavMesh, physics, animations, AI, rendering).
Strengths
- Systematic coverage of common Unity subsystems
- Targeted checks for frequent pitfalls (layers, FBX imports, flags)
- Iterative approach with validation after each change
Limitations
- Requires MCP access to Unity console for optimal efficiency
- Does not cover performance or memory issues
- Relies on user to confirm visual observations
When a Unity bug related to navigation, physics, animation, or rendering is detected and requires methodical investigation.
For purely logical issues in C# code that do not involve Unity subsystems.
Security analysis
SafeThe skill provides a structured debugging workflow for Unity without instructing any external tool execution or dangerous commands. It is purely an interactive diagnostic guide.
No concerns found
How this analysis is madeExamples
/debug-unity My player's NavMeshAgent stops moving after a few steps. No errors in console./debug-unity The character's animation root motion applies but the character slides instead of staying in place.Debug Unity — Structured Unity Debugging
This skill provides a structured workflow for debugging Unity-specific issues (NavMesh, physics, animations, AI, rendering).
Instructions
When the user runs /debug-unity, follow this process:
Step 1: Read the Environment
- Read the Unity console output (if MCP available)
- Read ALL scripts that touch the reported system
- Check relevant ScriptableObject configs for incorrect values
- Ask: "What do you see in the Scene/Game view? Is the issue in Edit mode, Play mode, or both?"
Step 2: Categorize the Issue
Identify which Unity subsystem is involved:
- NavMesh/Pathfinding: Check NavMeshAgent settings (baseOffset, speed, acceleration, areaMask), NavMesh bake settings, obstacle layers
- Physics/Colliders: Check Rigidbody settings, collider dimensions, layer collision matrix, trigger vs collider confusion
- Animation: Check Animator Controller transitions, root motion settings, avatar configuration, FBX import settings (In Place checkbox)
- Rendering/Lighting: Check URP settings, light bake, shader compatibility, volume overrides
- UI: Check Canvas render mode, EventSystem module type (must be InputSystemUIInputModule), sorting order
Step 3: Diagnose
Apply the /diagnose workflow (Steps 1-4 from the diagnose skill).
Step 4: Unity-Specific Checks
Before proposing any fix, verify these common Unity gotchas:
- [ ] Are serialized field defaults being overridden by saved scene values?
- [ ] Is the correct layer assigned? (Player=8, Door=9)
- [ ] Is NavMesh.SamplePosition being called before SetDestination?
- [ ] Are animations imported as Humanoid (not Generic) if retargeting?
- [ ] Is keepOriginalPositionY stripped from FBX clips?
- [ ] Are MonoBehaviours using _isPaused flag instead of enabled=false?
Step 5: Fix and Validate
- Apply ONE change at a time
- After each change, check console output
- Ask user to confirm in the editor
- If 2 fixes fail, full re-diagnosis from Step 1
From the file to a first result
The download contains exactly the content displayed on this page. This copy may differ from the latest version in the source repository.
View the source and supporting filesThis download contains SKILL.md only. Any scripts, references, templates and dependencies are not included. Get the required files from the source, preserving their directory structure, before continuing.
1. Download the file
Download SKILL.mdFrom the root of a test project, save the file as .skill-downloads/debug-unity-structured-debugging-mm5t8c9j/SKILL.md, or use the command below. This folder is for inspecting the skill before installation.
Command for macOS/Linux or WSL: requires a POSIX shell and curl. On Windows without WSL, use the download button and create the folder manually.
mkdir -p '.skill-downloads/debug-unity-structured-debugging-mm5t8c9j' && curl --fail --show-error --location 'https://skills-guides.com/api/skills/debug-unity-structured-debugging-mm5t8c9j/download' --output '.skill-downloads/debug-unity-structured-debugging-mm5t8c9j/SKILL.md.part' && mv '.skill-downloads/debug-unity-structured-debugging-mm5t8c9j/SKILL.md.part' '.skill-downloads/debug-unity-structured-debugging-mm5t8c9j/SKILL.md'2. Check prerequisites
Read SKILL.md before using it. If it references scripts or external services, inspect them and prepare the required access in your test environment.
No recognized prerequisites section in this file. This does not mean it is self-contained: libraries, tools and access requirements may be mentioned elsewhere in the content or source repository.
The platforms on this page are catalog indications. The paths below follow tool documentation; they do not prove this skill has been run in those tools. No minimum tool version is confirmed for this listing.
3. Load the skill
This file does not provide a usable name/description header for this native procedure. It remains available to download and inspect; use the manual method below.
Manual method or another tool: attach SKILL.md to a conversation, or open it in an agent that can read files. Include any required supporting resources. No universal folder is recognized by every tool.
4. Try a first task
Use a short, synthetic input: an API endpoint, a small document or an interface brief. In a new conversation, attach the file or give the agent its path, then adapt this request:
Read .skill-downloads/debug-unity-structured-debugging-mm5t8c9j/SKILL.md and apply its instructions to this example: [describe a test input]. Identify any missing files, dependencies or access. Produce the result requested by the skill without inventing data or running unreviewed scripts.Expected result: output matching the skill instructions, or a precise list of missing prerequisites. A read confirmation alone does not validate a first use. If an external resource is unavailable, that path remains untested.
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