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-token tool 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=FILE writes 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 as glitchless_measure. In the Unreal editor, Unreal MCP with the Glitchless Toolset adds a Measure tool for Play In Editor (the glitchless-setup skill sets it up); confirm with a packaged Development build, since the editor compiles shaders on first use.

Loop

Installs
1
First Seen
Oct 25, 2026
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