crash-triage
Skill105 starsChanged 8 months agoMITView on GitHub
Handle crashes as high-severity defects with reproducibility, symbol quality, clustering, and release impact in mind.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- GLinnik21/plx-nativetheir own version, first seen Nov 8, 2026
- UnigramDev/Unigramtheir own version, first seen Oct 8, 2026
- pathan-nilofar/rn-agentstheir own version, first seen Sep 3, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- UnigramDev/Unigram★ 5.5ksame name
- GLinnik21/plx-native★ 1.2ksame name
- pathan-nilofar/rn-agents★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. 0 are common, 3 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
3
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 27
check if symbols and build metadata are sufficient
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Crash Triage
Purpose
Handle crashes as high-severity defects with reproducibility, symbol quality, clustering, and release impact in mind.
Use When
- crashes are reported in QA or live builds
- stack traces are noisy
- the team needs root-cause prioritization
Inputs
- crash dumps or logs
- build symbols
- repro steps if any
- frequency and environment data
Process
- group crashes by likely signature and root cause
- separate deterministic repros from low-signal incidents
- check if symbols and build metadata are sufficient
- identify release blockers and likely owner systems
- track verification once fixes land
Outputs
- crash cluster report
- owner assignment
- repro notes
- release impact summary
Quality Bar
- turns risk into explicit evidence and ownership
- keeps release blockers visible instead of implicit
- connects quality decisions to milestone and platform impact
Common Failure Modes
- severity inflation or minimization without player-impact context
- treating waived risks as invisible
- submission checklists that are incomplete or stale
Related Agents
- qa-lead
- build-engineer
- release-manager
Related Commands
- bug-triage
- release-check
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

