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Unity Console

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Besty0728
unity-console

Capture and query the Unity Editor console

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-console
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Console AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Console in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Console on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Console is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Inspecting console output
  • Filtering errors or warnings
  • Emitting log messages
  • Configuring the console
  • 查看控制台输出、过滤错误或警告、输出日志、配置控制台

Unity Console Skills

Work with the Unity console - capture logs, write messages, and debug your project.

Operating Mode

  • Approval: 只读 skill(console_get_logs / console_get_stats,标 SkillMode.SemiAuto)直接执行;其余 skill(console_start_capture / console_stop_capture / console_clear / console_log / console_export / console_set_pause_on_error / console_set_collapse / console_set_clear_on_play,默认 SkillMode.FullAuto)需用户 grant,grant 后一步执行返结果。
  • Auto / Bypass: 直接执行。
  • 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 没有 IsForbiddenInSemi 拦截,不需要 Bypass 才能跑的高危操作。

DO NOT (common hallucinations):

  • console_filter does not exist → use console_get_logs with filter parameter
  • console_read does not exist → use console_get_logs
  • console_write does not exist → use console_log
  • Do not confuse with debug_get_logsconsole_get_logs reads captured buffer, debug_get_logs reads all console entries

Routing:

  • For compilation errors specifically → use debug module's debug_check_compilation
  • For error stack traces → use debug module's debug_get_stack_trace
  • For console settings (collapse, clear-on-play) → console_set_collapse / console_set_clear_on_play (this module)

Skills Overview

SkillDescription
console_start_captureStart capturing logs
console_stop_captureStop capturing logs
console_get_logsGet captured logs
console_clearClear console
console_logWrite log message
console_set_pause_on_errorEnable or disable Error Pause in Play mode
console_exportExport console logs to a file
console_get_statsGet log statistics (count by type)
console_set_collapseSet console log collapse mode
console_set_clear_on_playSet clear on play mode

Skills

console_start_capture

Start capturing Unity console logs.

No parameters.

console_stop_capture

Stop capturing logs.

No parameters.

console_get_logs

Get Unity Console logs (reads existing console history directly; if console_start_capture is active, returns captured buffer with timestamps instead).

ParameterTypeRequiredDefaultDescription
typestringNo"All"All / Error / Warning / Log
filterstringNonullSubstring content filter
limitintNo100Max results

Returns (two shapes depending on mode):

  • Capture mode (console_start_capture active): {count, logs: [{type, message, time}], source: "capture"}time formatted HH:mm:ss.fff
  • Direct mode (default, reads Unity Console history): {count, logs: [{type, message, file, line}], source: "console"}type is Error / Warning / Log, file / line from Unity's LogEntry

console_clear

Clear the Unity console.

No parameters.

console_log

Write a custom log message.

ParameterTypeRequiredDefaultDescription
messagestringYes-Log message
typestringNo"Log"Log/Warning/Error

console_set_pause_on_error

Enable or disable Error Pause in Play mode.

ParameterTypeRequiredDefaultDescription
enabledboolNotrueEnable or disable error pause

Returns: { success, enabled }

console_export

Export console logs to a file. Uses captured buffer when console_start_capture is active; otherwise reads directly from Unity Console history (no setup needed).

ParameterTypeRequiredDefaultDescription
savePathstringNo"Assets/console_log.txt"File path to save logs

Returns: { success, path, count, source }

console_get_stats

Get log statistics (count by type). Uses captured buffer when console_start_capture is active; otherwise reads directly from Unity Console history.

No parameters.

Returns (two shapes depending on mode):

  • Capture mode (buffer present, i.e. console_start_capture was called or buffer is non-empty): {success, total, source: "capture", logs, warnings, errors, exceptions, asserts}
  • Direct mode (no capture buffer, reads Unity Console history): {success, total, source: "console", logs, warnings, errors}exceptions / asserts are not reported in direct mode (folded into errors)

console_set_collapse

Set console log collapse mode.

ParameterTypeRequiredDefaultDescription
enabledboolYes-Enable or disable collapse mode

Returns: { success, setting, enabled }

console_set_clear_on_play

Set clear on play mode.

ParameterTypeRequiredDefaultDescription
enabledboolYes-Enable or disable clear on play

Returns: { success, setting, enabled }


Example Usage

python
import unity_skills

# Start capturing logs before play mode
unity_skills.call_skill("console_start_capture")

# Enter play mode
unity_skills.call_skill("editor_play")
# ... gameplay generates logs ...
unity_skills.call_skill("editor_stop")

# Get all captured logs
logs = unity_skills.call_skill("console_get_logs")
for log in logs['logs']:
    print(f"[{log['type']}] {log['message']}")

# Get only errors
errors = unity_skills.call_skill("console_get_logs", type="Error")
if errors['count'] > 0:
    print(f"Found {errors['count']} errors!")

# Write custom log
unity_skills.call_skill("console_log",
    message="AI Agent: Task completed",
    type="Log"
)

# Write warning
unity_skills.call_skill("console_log",
    message="AI Agent: Performance issue detected",
    type="Warning"
)

# Clear and stop
unity_skills.call_skill("console_clear")
unity_skills.call_skill("console_stop_capture")

Best Practices

  1. Start capture before play mode for runtime logs
  2. Filter by Error to quickly find problems
  3. Use custom logs to mark AI agent actions
  4. Clear console before starting new capture session
  5. Stop capture when done to free resources

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Frequently asked questions

What does the Unity Console AI skill do?

Capture and query the Unity Editor console

Why use Unity Console on TypingMind?

Because you install it once and use it with any model. Unity Console is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Console in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/console. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Console?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Console?

As many as you like. As long as a model supports skills, you can use Unity Console with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Console AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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