skills/jahro-migration/SKILL.md
Analyzes existing debug systems (IMGUI menus, custom loggers, cheat frameworks, performance HUDs) and generates incremental migration plans to Jahro equivalents. Use when the user wants to replace a custom debug UI, migrate from an existing console or cheat system, switch to Jahro, or has OnGUI debug code they want to modernize.
npx skillsauth add jahro-console/unity-agent-skills jahro-migrationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Help users migrate from custom debug tools to Jahro. Analyze existing code, classify what to replace/keep/adapt, and generate migrated code incrementally.
When the user shares their existing debug code, classify each component:
| What are you migrating? | Jahro Replacement | Action |
|:------------------------|:-----------------|:-------|
| IMGUI debug buttons (OnGUI + GUI.Button) | [JahroCommand] + Visual Mode | Replace — Visual Mode provides a better button UI |
| Canvas-based debug UI | [JahroCommand] + Visual Mode | Replace — eliminates UI maintenance |
| Custom command parser (string → command) | [JahroCommand] + Text Mode | Replace — Jahro handles parsing and type conversion |
| Cheat code system (dictionary/registry) | [JahroCommand] with groups | Replace — typed parameters, auto-discovery |
| Custom Debug.Log wrapper | Remove or keep | Jahro intercepts Debug.Log automatically — wrapper often unnecessary |
| Performance HUD (FPS, memory overlay) | [JahroWatch] groups | Replace — Watcher provides organized monitoring |
| File-based logger | Keep | Jahro doesn't write to files — keep if file logging is needed |
| Custom Inspector/Editor tools | Evaluate | May complement Jahro — keep if Editor-only tools |
| Analytics-based logging | Keep | Different purpose — Jahro is for debugging, not analytics |
public class DebugMenu : MonoBehaviour
{
private bool showMenu;
void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 100, 30), "Toggle"))
showMenu = !showMenu;
if (!showMenu) return;
if (GUI.Button(new Rect(10, 50, 150, 30), "God Mode"))
Player.GodMode = true;
if (GUI.Button(new Rect(10, 90, 150, 30), "Add 1000 Gold"))
Player.Gold += 1000;
if (GUI.Button(new Rect(10, 130, 150, 30), "Skip Level"))
LevelManager.SkipToNext();
GUI.Label(new Rect(10, 170, 200, 30), $"FPS: {1f/Time.deltaTime:F0}");
GUI.Label(new Rect(10, 200, 200, 30), $"Health: {Player.Health}");
}
}
using JahroConsole;
using UnityEngine;
public class DebugCommands : MonoBehaviour
{
[JahroCommand("god-mode", "Cheats", "Enable god mode")]
public static void GodMode() => Player.GodMode = true;
[JahroCommand("add-gold", "Cheats", "Add 1000 gold")]
public static void AddGold() => Player.Gold += 1000;
[JahroCommand("skip-level", "Game", "Skip to next level")]
public static void SkipLevel() => LevelManager.SkipToNext();
[JahroWatch("FPS", "Performance")]
public static string FPS => (1f / Time.unscaledDeltaTime).ToString("F0");
[JahroWatch("Health", "Player")]
public static int Health => Player.Health;
}
What changed:
GUI.Button actions → [JahroCommand] static methodsGUI.Label monitors → [JahroWatch] static propertiesOnGUI class can be deleted after migrationRegisterObject needed since everything is staticIf the original had user input (e.g., text field for gold amount):
[JahroCommand("add-gold", "Cheats", "Add gold to player")]
public static void AddGold(int amount) => Player.Gold += amount;
Visual Mode auto-generates an input field; Text Mode accepts add-gold 500.
public static class GameLogger
{
public static void Log(string category, string message)
=> Debug.Log($"[{category}] {message}");
public static void LogWarning(string category, string message)
=> Debug.LogWarning($"[{category}] {message}");
public static void LogError(string category, string message)
=> Debug.LogError($"[{category}] {message}");
}
No migration needed. Jahro automatically intercepts all Debug.Log, Debug.LogWarning, and Debug.LogError calls. The logs appear in Jahro's console with filtering and search.
Decision:
There is no Jahro.Log() API — Jahro works by intercepting Unity's logging system.
public class CheatManager
{
private Dictionary<string, Action<string[]>> cheats = new();
public void RegisterCheat(string name, Action<string[]> handler)
=> cheats[name] = handler;
public void Execute(string input)
{
var parts = input.Split(' ');
if (cheats.TryGetValue(parts[0], out var handler))
handler(parts[1..]);
}
}
// Registration:
// mgr.RegisterCheat("god", _ => Player.GodMode = true);
// mgr.RegisterCheat("gold", args => Player.Gold += int.Parse(args[0]));
// mgr.RegisterCheat("tp", args => Player.Teleport(
// float.Parse(args[0]), float.Parse(args[1]), float.Parse(args[2])));
using JahroConsole;
using UnityEngine;
public class Cheats : MonoBehaviour
{
[JahroCommand("god-mode", "Cheats", "Enable god mode")]
public void GodMode() => Player.GodMode = true;
[JahroCommand("add-gold", "Cheats", "Add gold")]
public void AddGold(int amount) => Player.Gold += amount;
[JahroCommand("teleport", "Cheats", "Teleport to position")]
public void Teleport(Vector3 position) => Player.Teleport(position);
void OnEnable() => Jahro.RegisterObject(this);
void OnDisable() => Jahro.UnregisterObject(this);
}
void Start()
{
Jahro.RegisterCommand("god-mode", "Cheats", "Enable god mode",
() => Player.GodMode = true);
Jahro.RegisterCommand<int>("add-gold", "Cheats", "Add gold",
amount => Player.Gold += amount);
Jahro.RegisterCommand<float, float, float>("teleport", "Cheats", "Teleport to X Y Z",
(x, y, z) => Player.Teleport(new Vector3(x, y, z)));
}
What changed:
Action<string[]> → typed parameters (int, float, Vector3)string.Split + int.Parse → Jahro handles type conversionRegisterCommandCheatManager class can be removed after migrationvoid OnGUI()
{
GUI.Label(new Rect(10, 10, 200, 30), $"FPS: {1f/Time.deltaTime:F0}");
GUI.Label(new Rect(10, 40, 200, 30), $"Memory: {GetMemoryMB():F1} MB");
GUI.Label(new Rect(10, 70, 200, 30), $"Objects: {FindObjectsOfType<GameObject>().Length}");
}
public static class PerfMonitor
{
[JahroWatch("FPS", "Performance", "Frames per second")]
public static string FPS => (1f / Time.unscaledDeltaTime).ToString("F0");
[JahroWatch("Memory", "Performance", "Managed memory usage")]
public static string Memory => $"{GC.GetTotalMemory(false) / 1024f / 1024f:F1} MB";
[JahroWatch("Object Count", "Performance", "Active GameObjects")]
public static int ObjectCount => Object.FindObjectsOfType<GameObject>().Length;
}
Advantage: Watcher only reads values when the tab is open — the OnGUI version runs every frame. For expensive queries like FindObjectsOfType, consider caching.
Old and new systems can coexist during transition:
This avoids a big-bang migration and lets the team validate each step.
| Component | Effort | Notes | |:----------|:-------|:------| | IMGUI buttons → JahroCommand | Low | One attribute per button, remove OnGUI | | Canvas debug UI → JahroCommand | Low-Medium | Remove UI prefab + code, add attributes | | Custom command parser → JahroCommand | Medium | Rewrite registrations with typed params | | Performance HUD → JahroWatch | Low | Replace labels with watch attributes | | Custom logger → (remove) | Very Low | Just remove, Jahro intercepts Debug.Log | | Cheat system with persistence | Medium | Migrate commands, keep save/load logic separately |
| Pattern in code | Suggestion |
|:---------------|:-----------|
| OnGUI() with debug buttons or labels | Migrate to JahroCommand + JahroWatch |
| Custom command dictionary/registry | Migrate to JahroCommand attributes |
| Debug.Log wrapper class | Explain auto-interception, suggest removal |
| Performance overlay (FPS, memory) | Migrate to JahroWatch |
| Custom input field for commands | Replace with Jahro Text Mode |
After each migration step:
Verify: Enter Play Mode → press ~ → confirm migrated commands appear in the Commands tab and migrated watchers appear in the Watcher tab. Test executing a command. Then verify the old debug UI can be removed without breaking anything.
If migrated features don't appear, check the jahro-troubleshooting skill.
development
Analyzes C# fields and properties and generates [JahroWatch] attributes with groups and performance-safe patterns. Use when the user wants to monitor variables at runtime, add watchers, track game state, replace Debug.Log polling, or mentions JahroWatch, real-time inspection, or variable monitoring.
development
Diagnoses common Jahro issues using decision trees: commands not appearing, watcher not updating, console not opening, snapshots failing, launch button missing. Use when the user reports something not working, missing, broken, or unexpected with Jahro, or when generated Jahro code doesn't behave as expected.
development
Guides snapshot mode selection, capture workflows, QA sharing, and team setup for Jahro Snapshots. Use when the user mentions snapshots, bug capture, sharing logs, streaming, recording, QA workflow, team collaboration, or wants to share debugging sessions with their team.
development
Detects Jahro in Unity projects and guides installation, API key configuration, and feature overview. Use when the user mentions Jahro setup, installation, getting started, debug console, or asks what Jahro can do. Also triggers when no Jahro references are found in a Unity project and the user asks about debugging.