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chore: Improve uloop skill guidance for frame debugging#1302

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hatayama merged 24 commits into
v3-betafrom
feature/improve-debug-break-skill-description
Jun 10, 2026
Merged

chore: Improve uloop skill guidance for frame debugging#1302
hatayama merged 24 commits into
v3-betafrom
feature/improve-debug-break-skill-description

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@hatayama

@hatayama hatayama commented Jun 10, 2026

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Summary

  • Makes the source uloop debug-break guidance easier for agents to discover as an IDE-like frame inspection tool.
  • Clarifies that debug-break checks, logs, and screenshots are evidence options for input workflows rather than mandatory steps for every run.
  • Improves the neighboring game refresh helper so it starts from clean repositories and opens SampleScene after launching Unity.

User Impact

  • Agents should be more likely to choose uloop wait-for-debug-break when a specific PlayMode/E2E frame needs variable, GameObject, or runtime-state inspection.
  • Input simulation guidance now leaves simpler checks alone when durable state, logs, or screenshots are enough, while still pointing to debug breaks when exact-frame proof matters.
  • Local skill refreshes for neighboring game projects are less likely to be affected by stale files, and the projects land in the expected sample scene after relaunch.

Changes

  • Reworked the source wait-for-debug-break skill around a quick template, breakpoint-style use, and focused log reading for frame-local values.
  • Updated source keyboard, mouse, UI, log, and dynamic-code skill descriptions to use concrete uloop command names and less game-specific wording.
  • Added Git reset/clean, Unity readiness waiting, and SampleScene opening to scripts/refresh-neighbor-game-skills.sh.
  • Kept installed generated skill copies out of this PR so they can be refreshed separately later.

Verification

  • git diff --check origin/v3-beta...HEAD
  • sh -n scripts/refresh-neighbor-game-skills.sh
  • scripts/refresh-neighbor-game-skills.sh --help
  • scripts/refresh-neighbor-game-skills.sh --dry-run
  • Not run: Unity compile, because this PR only changes skill markdown and a local helper shell script.

hatayama added 12 commits June 9, 2026 19:18
Expand the skill trigger so agents use paused-frame proof not only for transient bugs, but also when validating uloop simulated input through major gameplay transitions. Keep ordinary persistent-state checks optional while preserving the warning that command success, logs, sleeps, counters, or time-scale changes are not paused-frame evidence.
Ensure refresh-neighbor-game-skills starts from a clean Git state in each sibling game project before quitting Unity, regenerating generated skill files, committing them, and relaunching the editors. The reset phase runs before any skill-dir cleanliness checks so stale local changes cannot block or contaminate the refresh workflow.
Describe wait-for-debug-break as a quick breakpoint substitute and add a compact usage template so agents can try it without treating the workflow as heavyweight.
Replace game-specific checkpoint examples with runtime-state wording so the skill applies across Unity PlayMode validation scenarios, not only particular game mechanics.
Show the lightweight usage loop before detailed guidance so agents see the practical wait-for-debug-break workflow immediately after the skill triggers.
Fold the essential commands into the quick check template and keep only timeout-specific guidance separately so the skill does not repeat the same workflow twice.
Add a lightweight representative-transition prompt to simulated input skills so agents naturally pair state-changing E2E input with UnityCliLoopDebug.Break and wait-for-debug-break instead of relying only on final logs, screenshots, or durable state.
Make the wait-for-debug-break and simulate input skill descriptions explicit that state-changing PlayMode/E2E checks should pause at least one representative frame. This addresses agents treating durable state, screenshots, Time.timeScale, sleeps, or after-the-fact inspection as substitutes for breakpoint-like frame proof.
Clarify that execute-dynamic-code cannot inspect method locals from an already-running frame, and point agents to add focused Debug.Log entries immediately before debug-break markers.

Update generated skill copies so input simulation, log inspection, dynamic-code inspection, and wait-for-debug-break guidance all reinforce the paused-frame workflow.
Marker-only debug-break checks do not prove method locals, intermediate calculations, or branch reasons. Require focused Debug.Log output next to the marker and a matching get-logs read before resuming PlayMode.
Keep the trigger description centered on IDE-style frame inspection so agents choose the skill for specific-frame variable and state checks. Leave the Debug.Log workflow details in the skill body instead of the metadata.
Make the keyboard and mouse input workflows clear that debug-break checks and screenshots are optional evidence choices. Spell out the concrete uloop wait-for-debug-break and get-logs commands for method-local inspection guidance.
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ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

Run ID: 3cbe0526-cd47-489b-97df-fb9b96c4bcc7

📥 Commits

Reviewing files that changed from the base of the PR and between f8dc37a and 75c5323.

📒 Files selected for processing (4)
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md
  • scripts/refresh-neighbor-game-skills.sh
📝 Walkthrough

Walkthrough

This PR updates documentation across six SKILL.md files and a helper script to establish a unified debug-break paused-frame inspection workflow for Unity CLI testing. The changes introduce the "uloop-wait-for-debug-break" pattern, update simulate-* and execute-dynamic-code guidance, and enhance a script with Git reset and multi-phase automation.

Changes

Debug-break paused-frame inspection pattern and skill documentation

Layer / File(s) Summary
Wait-for-debug-break core workflow and paused-frame foundation
Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
Introduces the "Quick Check Template" for using UnityCliLoopDebug.Break markers as paused-frame breakpoints: placing/enabling markers, triggering with simulate-*, waiting with uloop wait-for-debug-break, reading focused logs while paused, capturing paused evidence (hierarchy, game objects, dynamic code, screenshot), timeout checks with elapsedSinceEnabledMilliseconds, and marker placement rules for phase-specific IDs and post-consumption timing.
Execute-dynamic-code limitations and get-logs debug-break pattern
Packages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/SKILL.md, Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md
Clarifies execute-dynamic-code can inspect reachable Unity state (GameObjects, components, properties, statics, method results) but cannot read method-local/intermediate values from already-running frames; prescribes focused Debug.Log before UnityCliLoopDebug.Break followed by get-logs --search-text while paused, explicitly stating not to replace that pattern with execute-dynamic-code.
Simulate-keyboard with debug-break state-changing checks
Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md
Updates guidance to optionally use representative-frame debug-break markers for state-changing E2E checks; expands Press vs KeyDown/KeyUp semantics, adds cautions when isPressed remains true without state change, debug-break verification rules (single marker, paused-frame evidence via logs), and example comments for one-shot presses, hold duration, and multi-key sequences.
Simulate-mouse-input with debug-break frame inspection
Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md
Refines tool to support optional representative-frame debug-break markers, explicitly maps Mouse.current reads (leftButton, delta, scroll) to New Input System actions, expands debug-break verification (placement after consumption, Debug.Log + get-logs for frame-local values, handling InterruptedByDebugBreak), and updates when-to-use vs simulate-mouse-ui with corresponding examples and Output JSON field documentation (DebugBreakId, DebugBreakHitCount).
Simulate-mouse-ui with debug-break paused-frame verification
Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md
Updates guidance to pair state-changing UI actions with uloop-wait-for-debug-break, including representative paused-frame selection, marker insertion/enabling, performing UI action while paused, verification screenshots, and debug-break verification rules (when to place marker, what proof counts); clarifies prerequisites that simulate-mouse-input assumes New Input System; otherwise recommend execute-dynamic-code.
Skill refresh script Git reset and phase reorganization
scripts/refresh-neighbor-game-skills.sh
Extends script with reset_git_state helper to hard-reset and clean each project, adds wait_for_unity_ready and open_sample_scene helpers, and reorganizes execution into explicit Phase 0–6 steps: reset/verify cleanliness, quit Unity, install/commit skills, remove Library, launch Unity, and open sample scene via uloop execute-dynamic-code.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~12 minutes

Possibly related PRs

  • hatayama/unity-cli-loop#1289: Both PRs update the uloop-wait-for-debug-break SKILL.md guidance (marker/workflow wording and paused-frame inspection rules), so the documentation changes directly overlap.
  • hatayama/unity-cli-loop#1295: The main PR updates scripts/refresh-neighbor-game-skills.sh by expanding/reworking its phase-based workflow (e.g., added reset/verification steps), which directly builds on the retrieved PR that introduced the same helper script.
  • hatayama/unity-cli-loop#820: The main PR updates the simulate-mouse-input/simulate-mouse-ui skill documentation (including their uloop-wait-for-debug-break/marker inspection workflow), which directly overlaps with the retrieved PR's README changes that rename simulate-mouse to simulate-mouse-ui and add/clarify simulate-mouse-input in the same tool set.
🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Title check ✅ Passed The title 'chore: Improve uloop skill guidance for frame debugging' accurately reflects the main objective of the changeset, which focuses on enhancing documentation and guidance for uloop debug-break and related skills to make frame inspection easier for agents.
Description check ✅ Passed The description is comprehensive and directly related to the changeset, clearly detailing the improvements to uloop skill guidance, updates to multiple SKILL.md files, and enhancements to the refresh-neighbor-game-skills.sh script, with verification steps included.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.

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  • Create PR with unit tests
  • Commit unit tests in branch feature/improve-debug-break-skill-description

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🧹 Nitpick comments (2)
Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md (1)

11-12: ⚡ Quick win

Consider clarifying "checked as one breakpoint-style proof".

The phrase "checked as one breakpoint-style proof" may be unclear to readers. Consider rewording to be more concrete about what this achieves, such as:

  • "so both the log entry and marker hit are retrieved together"
  • "to retrieve the log and marker hit as a combined evidence set"

This would make the purpose more explicit.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md` around lines 11 -
12, The sentence containing "checked as one breakpoint-style proof" is vague;
update the text in SKILL.md where the `--search-text <marker-or-id>` suggestion
appears to use a clearer phrase such as "so both the log entry and marker hit
are retrieved together" or "to retrieve the log and marker hit as a combined
evidence set" (replace the ambiguous phrase with one of these options) so
readers understand that the marker and its associated Debug.Log are returned as
a single paired result when using `--search-text <marker-or-id>`.
Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md (1)

128-128: 💤 Low value

Consider moving alternative-tool guidance to a separate section.

This line provides helpful guidance about when to use simulate-mouse-input or execute-dynamic-code instead of this tool. However, it's in the "Prerequisites" section, which typically lists requirements for using the current tool rather than comparisons with alternatives.

Consider moving this to a "Related Tools" or "When to Use This Tool" section for clearer organization.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md` at line
128, The guidance comparing alternatives currently placed in the Prerequisites
should be moved into a new section (e.g., "Related Tools" or "When to Use This
Tool"); update SKILL.md to remove the sentence from the Prerequisites and add a
short new section that states when to prefer `simulate-mouse-input` (for runtime
mouse input with the New Input System) versus `execute-dynamic-code` (when not
using New Input System), referencing those exact tool names so readers can find
them.
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Nitpick comments:
In `@Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md`:
- Around line 11-12: The sentence containing "checked as one breakpoint-style
proof" is vague; update the text in SKILL.md where the `--search-text
<marker-or-id>` suggestion appears to use a clearer phrase such as "so both the
log entry and marker hit are retrieved together" or "to retrieve the log and
marker hit as a combined evidence set" (replace the ambiguous phrase with one of
these options) so readers understand that the marker and its associated
Debug.Log are returned as a single paired result when using `--search-text
<marker-or-id>`.

In `@Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md`:
- Line 128: The guidance comparing alternatives currently placed in the
Prerequisites should be moved into a new section (e.g., "Related Tools" or "When
to Use This Tool"); update SKILL.md to remove the sentence from the
Prerequisites and add a short new section that states when to prefer
`simulate-mouse-input` (for runtime mouse input with the New Input System)
versus `execute-dynamic-code` (when not using New Input System), referencing
those exact tool names so readers can find them.

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

Run ID: 08c63ee2-0c1a-4ef5-9ea5-dfdea8940b74

📥 Commits

Reviewing files that changed from the base of the PR and between 3b72fff and 6e26f83.

📒 Files selected for processing (19)
  • .agents/skills/uloop-execute-dynamic-code/SKILL.md
  • .agents/skills/uloop-get-logs/SKILL.md
  • .agents/skills/uloop-simulate-keyboard/SKILL.md
  • .agents/skills/uloop-simulate-mouse-input/SKILL.md
  • .agents/skills/uloop-simulate-mouse-ui/SKILL.md
  • .agents/skills/uloop-wait-for-debug-break/SKILL.md
  • .claude/skills/uloop-execute-dynamic-code/SKILL.md
  • .claude/skills/uloop-get-logs/SKILL.md
  • .claude/skills/uloop-simulate-keyboard/SKILL.md
  • .claude/skills/uloop-simulate-mouse-input/SKILL.md
  • .claude/skills/uloop-simulate-mouse-ui/SKILL.md
  • .claude/skills/uloop-wait-for-debug-break/SKILL.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ExecuteDynamicCode/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/GetLogs/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseInput/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/SimulateMouseUi/Skill/SKILL.md
  • scripts/refresh-neighbor-game-skills.sh

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5 issues found across 19 files

Prompt for AI agents (unresolved issues)

Check if these issues are valid — if so, understand the root cause of each and fix them. If appropriate, use sub-agents to investigate and fix each issue separately.


<file name="Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md">

<violation number="1" location="Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md:16">
P2: Workflow steps 2→3→4 are ordered incorrectly for the debug-break path: step 3 says to run input and inspect while paused, but step 4 then requires PlayMode (non-paused) to execute simulate-keyboard commands. No resume step bridges the gap.</violation>
</file>

<file name="scripts/refresh-neighbor-game-skills.sh">

<violation number="1" location="scripts/refresh-neighbor-game-skills.sh:245">
P1: New reset step hard-resets and cleans entire sibling repos, which can silently delete unrelated local work. Scope cleanup to generated skill directories (or gate full reset behind explicit opt-in).</violation>
</file>

<file name=".agents/skills/uloop-wait-for-debug-break/SKILL.md">

<violation number="1" location=".agents/skills/uloop-wait-for-debug-break/SKILL.md:34">
P3: The doc recommends `uloop execute-dynamic-code` as a paused-frame evidence tool but omits its failure-semantics diagnostic pathway. Document that when Success=false, inspect CompilationErrors first; if empty, read ErrorMessage and Logs to distinguish runtime exceptions from security/cancellation cases.</violation>
</file>

Reply with feedback, questions, or to request a fix.

Re-trigger cubic

reset_git_state() {
project=$1
log "Resetting Git state: $project"
run git -C "$project" reset --hard HEAD

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P1: New reset step hard-resets and cleans entire sibling repos, which can silently delete unrelated local work. Scope cleanup to generated skill directories (or gate full reset behind explicit opt-in).

Prompt for AI agents
Check if this issue is valid — if so, understand the root cause and fix it. At scripts/refresh-neighbor-game-skills.sh, line 245:

<comment>New reset step hard-resets and cleans entire sibling repos, which can silently delete unrelated local work. Scope cleanup to generated skill directories (or gate full reset behind explicit opt-in).</comment>

<file context>
@@ -238,6 +239,24 @@ assert_project_count() {
+reset_git_state() {
+    project=$1
+    log "Resetting Git state: $project"
+    run git -C "$project" reset --hard HEAD
+    run git -C "$project" clean -fd
+
</file context>

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Thanks for the review. I kept this behavior unchanged because this helper is intentionally designed to reset the three neighboring game repositories to a completely clean state before regenerating skills, which matches the requested workflow for this script.

Commit 75c5323 addresses the other actionable review threads in this round.

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Thanks for the clarification.

Comment thread .agents/skills/uloop-simulate-mouse-input/SKILL.md Outdated
Comment thread Packages/src/Editor/FirstPartyTools/SimulateKeyboard/Skill/SKILL.md Outdated
Comment thread .agents/skills/uloop-wait-for-debug-break/SKILL.md Outdated

5. Trigger the behavior with `simulate-keyboard`, `simulate-mouse-input`, UI interaction, dynamic code, or similar commands.
6. Wait for the marker:
6. While Unity is still paused, capture any additional evidence with `uloop execute-dynamic-code`, `uloop get-hierarchy`, `uloop find-game-objects`, and one screenshot.

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P3: The doc recommends uloop execute-dynamic-code as a paused-frame evidence tool but omits its failure-semantics diagnostic pathway. Document that when Success=false, inspect CompilationErrors first; if empty, read ErrorMessage and Logs to distinguish runtime exceptions from security/cancellation cases.

Prompt for AI agents
Check if this issue is valid — if so, understand the root cause and fix it. At .agents/skills/uloop-wait-for-debug-break/SKILL.md, line 34:

<comment>The doc recommends `uloop execute-dynamic-code` as a paused-frame evidence tool but omits its failure-semantics diagnostic pathway. Document that when Success=false, inspect CompilationErrors first; if empty, read ErrorMessage and Logs to distinguish runtime exceptions from security/cancellation cases.</comment>

<file context>
@@ -1,54 +1,63 @@
 
-5. Trigger the behavior with `simulate-keyboard`, `simulate-mouse-input`, UI interaction, dynamic code, or similar commands.
-6. Wait for the marker:
+6. While Unity is still paused, capture any additional evidence with `uloop execute-dynamic-code`, `uloop get-hierarchy`, `uloop find-game-objects`, and one screenshot.
+7. Clear the marker with `uloop clear-debug-break --id state-transition-applied` or stop PlayMode before moving on.
 
</file context>

hatayama added 10 commits June 10, 2026 12:12
Launches each neighboring Unity project, waits for uloop to respond, and opens Assets/Scenes/SampleScene.unity so the refreshed projects land in the expected scene after Library cleanup.
Keep the focused Debug.Log guidance in the skill body while removing duplicate frame-local inspection wording from the frontmatter description.
Restore installed skill copies to the base branch so this PR only carries source skill and helper-script changes. Generated skill directories can be refreshed separately later.
Keeps the PR diff check clean after the source skill description was shortened.
Updates the source get-logs skill description to refer to the wait-for-debug-break skill name while leaving generated skill copies out of the PR.
Softens the source simulate-mouse-input skill so wait-for-debug-break is presented as optional help when paired with UnityCliLoopDebug.Break, and removes marker-style wording from the workflow, inspection guidance, and output notes.
Removes Debug.Break wording from the simulate-mouse-input description and keeps Debug Break inspection as an optional follow-up in the workflow instead of the default path.
Remove redundant optional phrasing and keep the simulate-mouse-input description focused on the command's mouse input use case.

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2 issues found across 16 files (changes from recent commits).

Prompt for AI agents (unresolved issues)

Check if these issues are valid — if so, understand the root cause of each and fix them. If appropriate, use sub-agents to investigate and fix each issue separately.


<file name="scripts/refresh-neighbor-game-skills.sh">

<violation number="1" location="scripts/refresh-neighbor-game-skills.sh:245">
P1: New reset step hard-resets and cleans entire sibling repos, which can silently delete unrelated local work. Scope cleanup to generated skill directories (or gate full reset behind explicit opt-in).</violation>
</file>

<file name=".agents/skills/uloop-wait-for-debug-break/SKILL.md">

<violation number="1" location=".agents/skills/uloop-wait-for-debug-break/SKILL.md:34">
P3: The doc recommends `uloop execute-dynamic-code` as a paused-frame evidence tool but omits its failure-semantics diagnostic pathway. Document that when Success=false, inspect CompilationErrors first; if empty, read ErrorMessage and Logs to distinguish runtime exceptions from security/cancellation cases.</violation>
</file>

Tip: Review your code locally with the cubic CLI to iterate faster.

Re-trigger cubic

Comment thread scripts/refresh-neighbor-game-skills.sh Outdated
hatayama added 2 commits June 10, 2026 17:08
Remove debug-break triggering language from the simulate-mouse-ui description, make paused-frame inspection an optional follow-up in the workflow, and remove the unresolved task argument placeholder.
Make the simulate-keyboard debug-break guidance an optional follow-up after normal input execution, and validate the execute-dynamic-code response when opening the sample scene.
@hatayama hatayama merged commit 6392124 into v3-beta Jun 10, 2026
5 checks passed
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