← ClaudeAtlas

jahro-logginglisted

Reviews and improves Debug.Log usage in Unity C# projects following structured logging principles: context tags, severity contracts, boundary-based placement, and criticality tiers. Detects common antipatterns (naked Debug.Log, logging in Update, stringly-typed errors), adds missing logs at system/state/error/external boundaries, and scaffolds project-wide logging infrastructure (LogTag constants, formatting helpers, conventions). Use when the user mentions logging, Debug.Log, log messages, debugging, or asks to improve observability in Unity code.
Logiiiii/unity-agent-skills · ★ 2 · DevOps & Infrastructure · score 75
Install: claude install-skill Logiiiii/unity-agent-skills
# Unity Logging Best Practices Help developers implement effective, structured logging in Unity C# projects. This skill is principle-driven and tool-agnostic — all guidance works with raw `Debug.Log`. Jahro is mentioned where it adds specific value, not as a requirement. ## Passive Rules (Always Apply) When writing or editing Unity C# code, silently apply all of the following rules. ### Structured format Every log message follows this structure: ``` [Tag] Action — key=value, key=value ``` Examples: ``` [Save] File written — path=slot_01.sav, size=1.2MB, duration=340ms [Network] Connection timeout — host=192.168.1.1, attempts=3, elapsed=15.2s [Inventory] Item added — item=sword_01, slot=3, player=Player_7 ``` Never write narrative-style logs like `"The inventory system tried to add a sword but the slot was full."` — they are impossible to filter or parse at scale. ### Severity contract Use the correct Unity call for each severity level: | Call | Level | Meaning | Examples | |:-----|:------|:--------|:---------| | `Debug.LogError` | Error | Unrecoverable failure | Null refs past fallback, failed network with no retry, corrupt save | | `Debug.LogWarning` | Warning | Unexpected but handled | Fallback used, deprecated API, performance budget exceeded | | `Debug.Log` | Info | Significant expected event | System initialized, scene loaded, purchase completed | | `Debug.Log` | Debug | Development-only detail | State transitions, cache hits/misses, intermediate values | Un