glitchless-triage
Installation
SKILL.md
Triage a game with Glitchless
You have two sources of truth:
- Glitchless MCP (
glitchless_*tools without "live") — production telemetry from every player, aggregated. - The running game. For a web game (Three.js, Phaser, Babylon.js, PlayCanvas): WebMCP (
glitchless_live_performance,glitchless_measure,glitchless_inspect_scene,glitchless_errors, plus the game's own tools like<game>_load_level) in the user's browser right now. Tool names may carry a channel prefix (e.g.localhost_5173-glitchless_measure). If WebMCP tools are missing, ask the user to open the game, call the_webmcp_get-tokentool and have them paste the token into the WebMCP widget. Work without it if they decline. For Unity, Godot and Unreal there is no WebMCP: measure a build with--glitchless-measure=SECONDS(Unity:--glitchless-out=FILEwrites the JSON; Godot prints one line starting{"glitchless_measure"; Unreal takes-glitchless-measure=SECONDS, prints that line too and writes-glitchless-out), started with the game's autoplay flags if it has them. The JSON has the same fields asglitchless_measure. In the Unreal editor, Unreal MCP with the Glitchless Toolset adds aMeasuretool for Play In Editor (theglitchless-setupskill sets it up); confirm with a packaged Development build, since the editor compiles shaders on first use.