Unity Client Offline Debugging
Overview
Trace offline startup from entry scene through configuration, authentication bypass, local data, network fallback, and gameplay scene activation without editing Unity assets first.
When to use
Use when offline mode hangs, redirects to login, waits for a disconnected server, lacks mock data, fails bootstrap, or enters the wrong scene.
When NOT to use
Do not use when the client enters offline mode but a widget, canvas, NGUI item, prefab, atlas, or draw order is wrong.
Required inputs and context discovery
Collect Unity version, entry scene, offline flag source, bootstrap components, login/network path, local data path, expected scene, logs, reproducible steps, and asset or scene no-touch rules.
Safety and risk level
Read-only diagnosis first. Do not open or save scenes/prefabs, regenerate project files, upgrade packages, or change serialization without explicit mutation scope and backup.
Workflow
- Reproduce the offline failure and capture the first divergent log or state. Completion criterion: expected and observed startup paths are documented.
- Trace how the offline flag is sourced and propagated through bootstrap. Completion criterion: the first missing or overwritten state is identified.
- Inspect authentication bypass, network timeout/fallback, and local mock data contracts. Completion criterion: offline dependencies are classified as present, missing, stale, or BLOCKED.
- Trace scene activation and required managers without saving Unity assets. Completion criterion: the failing code/data boundary is narrowed.
- Hand a minimal failing test or instrumentation plan to
evidence-first-debugging. Completion criterion: no speculative asset edits occurred.
Evidence and output contract
Produce reproduction steps, Unity/version snapshot, log paths, bootstrap trace, offline flag source, dependency state, suspect paths, verdict, and next experiment.
Handoff contract
Record entry scene, expected scene, offline flag source, network behavior, local data dependencies, logs, asset no-touch paths, and the next discriminating check.
Pitfalls and anti-rationalization
- Do not assume “offline” means every network call is bypassed.
- Do not fix UI rendering when startup never reaches the UI state.
- Do not save scenes or prefabs during read-only diagnosis.
- Missing Unity Editor access is BLOCKED for live reproduction.
Verification checklist
- Failure was reproduced or BLOCKED.
- Offline flag propagation was traced.
- Network and local data dependencies were separated.
- Scene activation path was inspected.
- No Unity asset was mutated during diagnosis.
References and scripts
Read references/commands.md for offline flag precedence, bootstrap ordering, player-log paths, network timeout inspection, and the startup-versus-UI boundary check. Use Unity logs, project bootstrap code, configuration sources, and project-local offline run guides. No generic script can replace project-specific startup tracing.