game-build-log-triage skillA
game-build-log-triage is agent-read markdown (skill) from akillness/jeo-skills: 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"..
Indexed from public GitHub and served as immutable, content-addressed versions. Install it pinned to an exact SHA-256 with the mdr CLI, and every file is verified against the hash recorded here before it reaches your agent. The deterministic audit below grades the latest version, and the same file always earns the same grade.
What the file says
# Game Build Log Triage Use this skill to turn noisy Unity and Unreal logs into a short, prioritized debugging brief. The goal is not to explain every line. The goal is to find the **first non-cascading failure**, identify the most likely subsystem, and tell the user what to inspect next. Read [references/engine-patterns.md](references/engine-patterns.md) before classifying unfamiliar engine-specific errors. If the user is not asking about one failing log but about repeated CI instability, cache policy, packaging workflow shape, or release automation for Unity/Unreal projects, route that broader workflow design work to `game-ci-cd-pipeline` after or alongside this triage. ## When to use this skill - Unity build, import, compile, package, or play-mode startup failures - Unreal build, UBT/UHT, cook, package, shader, plugin, or module failures - CI logs from game projects where the raw output is long and noisy - Asset moves, redirectors, missing references, `.meta`/GUID, module, or plugin breakages - Users who provide `Editor.log`, package output, BuildCookRun logs, stack traces, or console excerpts and want the next debugging steps ## Instructions …
Read the whole file at its exact version.
How to install
mdr add akillness/jeo-skills/game-build-log-triage@v1.0mdr add akillness/jeo-skills/game-build-log-triage@sha256:a7227cff6063a004Pin to a label to follow the author's releases, or to a sha256 to freeze the exact bytes forever. Either way the resolved hash is written to mdr.lock, and mdr install reproduces it on any machine.
[](https://markdownregistry.com/a/art_b43pgk37wngzbad5)
1 badge views in 30 days
Versions
| version | committed | commit | size | audit | |
|---|---|---|---|---|---|
| v1.0 latest | 2026-06-16 | ceeea9d | 10,562 B | A | view · diff |
| v1.0 | 2026-04-12 | 18fc563 | 10,564 B | A | view · diff |
| v1.0 | 2026-04-12 | de03456 | 10,294 B | A | view |
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (10562 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
akillness/jeo-skills · 47 stars · license none · pushed 2026-09-22 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_b43pgk37wngzbad5 GET https://markdownregistry.com/api/v1/resolve?ref=akillness/jeo-skills/game-build-log-triage GET https://markdownregistry.com/api/v1/blob/a7227cff6063a0048c36f4fe5d9b0e4e922a517a83f34610eec9285464ba6cfd
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