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Triage Unity and Unreal Engine editor, build, package, cook, compile, and CI logs into the first actionable failure, likely subsystem, and next debugging steps. Use when a game project fails to build, cook, package, import assets, compile scripts/code, or throws noisy editor/runtime errors, even if the user only shares raw log text or says "Unity build failed", "Unreal cook error", "Editor.log", "UHT/UBT failed", or "packaging started breaking after asset moves".
npx skill4agent add akillness/oh-my-skills game-build-log-triagegame-ci-cd-pipeline.metaEditor.logEditor.logerrorexceptionfatalfailedUHTUBTNullReferenceExceptionMissingReferenceExceptionCook failedAutomationTool exitingScript compilation errorcompile-codecompile-reflectionasset-referencepackage-plugin-configplatform-sdkbuild-pipeline-stateruntime-startupunknown-needs-more-contextCS0246CS0103Assembly has reference to non-existent assemblycompile-codepackage-plugin-configMissingReferenceExceptionNullReferenceExceptionasset-referencepackage-plugin-configplatform-sdkUnable to instantiate module.Build.cspackage-plugin-configcompile-reflectionCook failedasset-referencebuild-pipeline-stateplatform-sdk# Game Log Triage
## Engine
- Unity | Unreal | Mixed/Unknown
## Log scope
- Source: ...
- Failing command/stage: ...
- Confidence: high | medium | low
## First actionable failure
- Line or excerpt: `...`
- Why it matters: ...
- Why later errors look secondary: ...
## Classification
- Primary bucket: ...
- Secondary bucket: ...
## Most likely root cause
- 1-3 sentence explanation grounded in the log
## Next checks
1. ...
2. ...
3. ...
## Files / settings to inspect
- ...
- ...
- ...
## Safe follow-up commands
```bash
# optional read-only inspection commands only
### Step 5: Tailor the next checks to the engine
**For Unity, prefer checks like:**
- `Packages/manifest.json`, `Packages/packages-lock.json`
- `.asmdef` references and scripting define symbols
- `ProjectSettings/`, platform build settings, signing/toolchain paths
- recent asset moves, `.meta` files, GUID stability, prefab/scene references
- the first compiler error before any `NullReferenceException` flood
**For Unreal, prefer checks like:**
- `.uproject`, plugin enablement, `Source/*/*.Build.cs`, target files
- first UBT/UHT error before package/cook fallout
- redirectors, missing assets, moved content, generated code mismatches
- platform SDK/toolchain prerequisites and AutomationTool stage
- whether the failure started after renaming classes/assets or changing modules/plugins
### Step 6: Escalate carefully when evidence is weak
If the log excerpt is too short or starts mid-cascade:
1. Say that confidence is low.
2. Ask for the earliest error cluster or the failing command section.
3. List the minimum extra context required:
- first 50-150 lines around the first error
- engine version
- target platform
- whether the breakage followed code/package/asset/plugin changes
Do not pretend certainty from a truncated excerpt.
## Output format
Always return a short debugging brief, not a stream-of-consciousness analysis.
Required qualities:
- prioritize the first actionable blocker
- separate root cause from cascade noise
- keep the report under roughly 250-400 words unless the user asks for more
- include file paths/settings to inspect when the engine suggests them
- keep shell suggestions read-only unless the user explicitly asks for fixes
## Examples
### Example 1: Unity compile + package drift
**Input**
> Unity build failed after we updated a package. The log shows `CS0246: The type or namespace name 'InputSystem' could not be found` and then dozens of `NullReferenceException` lines.
**Output sketch**
- Engine: Unity
- First actionable failure: `CS0246` for `InputSystem`
- Classification: `package-plugin-config`
- Root cause: package or asmdef reference drift is blocking compilation; the later null refs are likely fallout from the failed compile/import state
- Next checks:
1. confirm `Packages/manifest.json` still includes the Input System package
2. inspect asmdef references for the affected assembly
3. verify scripting define symbols or package migration notes
### Example 2: Unreal cook failure after asset moves
**Input**
> Unreal cook started failing after we renamed folders. The log shows `Cook failed` and multiple missing asset warnings.
**Output sketch**
- Engine: Unreal
- First actionable failure: earliest missing asset / redirector-related line before `Cook failed`
- Classification: `asset-reference`
- Root cause: moved content likely left broken references or redirectors that were not fixed up before cook
- Next checks:
1. inspect moved asset paths and redirectors
2. run a read-only audit of referenced missing assets from the log
3. verify whether plugin/content paths changed with the rename
### Example 3: Unreal UHT blocker
**Input**
> CI says `UnrealHeaderTool failed` after a refactor.
**Output sketch**
- Engine: Unreal
- First actionable failure: first UHT reflection/macros error, not later AutomationTool exit lines
- Classification: `compile-reflection`
- Root cause: header/reflection metadata mismatch during generated code step
- Next checks:
1. inspect the referenced header and macro usage
2. compare recent renamed classes or moved modules
3. verify generated-code dependencies in the owning module
## Best practices
1. **Lead with the earliest blocker** — game-engine logs cascade badly.
2. **Name the subsystem** — compile, reflection, asset/reference, plugin/config, or platform SDK.
3. **Prefer specific inspection targets** over generic advice like "rebuild everything."
4. **Keep remediation safe-first** — read-only commands and targeted checks before destructive cleanup.
5. **Treat asset moves as high-suspicion events** in both engines.
6. **Explain confidence** when the excerpt is partial or noisy.
7. **Use engine language the team already uses**: asmdef, GUID/meta, UBT/UHT, redirectors, BuildCookRun, etc.
## References
- [Unity Console](https://docs.unity3d.com/Manual/Console.html)
- [Unity Log Files](https://docs.unity3d.com/Manual/log-files.html)
- [Unity Version Control / Smart Merge Support](https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html)
- [Unreal Logging](https://dev.epicgames.com/documentation/en-us/unreal-engine/logging-in-unreal-engine)
- [Unreal Packaging Projects](https://docs.unrealengine.com/5.0/en-US/packaging-unreal-engine-projects/)
- [Unreal Redirectors](https://docs.unrealengine.com/5.0/en-US/redirectors-in-unreal-engine/)