Notre avis
Fournit un workflow structuré pour déboguer des problèmes spécifiques à Unity (NavMesh, physique, animations, rendu, UI).
Points forts
- Couverture systématique des sous-systèmes Unity courants
- Vérifications ciblées sur les pièges fréquents (layers, imports FBX, flags)
- Approche itérative avec validation après chaque changement
Limites
- Nécessite un accès MCP à la console Unity pour une efficacité optimale
- Ne traite pas les problèmes de performance ou de mémoire
- Dépend de l'utilisateur pour confirmer les observations visuelles
Quand un bug Unity lié à la navigation, à la physique, aux animations ou à l'affichage est détecté et nécessite une investigation méthodique.
Pour des problèmes purement logiques dans du code C# sans interaction avec les systèmes Unity.
Analyse de sécurité
SûrThe skill provides a structured debugging workflow for Unity without instructing any external tool execution or dangerous commands. It is purely an interactive diagnostic guide.
Aucun point d'attention détecté
Exemples
/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
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