Xorin documentation

Testing, visual debugging, and performance

Xorin can collect evidence from compilation, the Unity console, Play Mode, visual captures, and bounded runtime performance sessions. It does not replace project tests or device profiling.

Console and compilation diagnostics

Play & Check

Xorin can enter Play Mode, wait for a bounded number of frames, monitor the console for runtime errors or exceptions, and exit Play Mode with a result. Use it to verify startup and short reproducible paths—not long gameplay sessions or subjective game feel.

Visual evidence

Capture the current Game View, current Scene View, or a four-angle Scene View composite. You can attach captures manually, and the agent can request captures when it needs visual context.

A screenshot can reveal visible layout, lighting, and rendering issues, but it cannot prove input behavior, hidden state, collision correctness, or performance.

Profiler inspection

The Profiler tool can inspect current counters and analyze available captured Profiler frames for hot paths, GC allocations, and a bounded call hierarchy. Results depend on the frames Unity has retained.

Run Performance Analysis

  1. Select the header button whose tooltip reads Run performance analysis.
  2. Let Xorin enter Play Mode, then reproduce the issue.
  3. Stop the session from the same button; while recording, its tooltip reads Stop performance analysis.
  4. Review the local report for frame timing, main/render/GPU evidence, memory, GC, draw calls, geometry, input activity, and detected anomalies.
Local report

The completed report does not automatically send an AI request or change the project. Editor and Game View overhead can affect measurements; profile a development build on target hardware before making production decisions.