jahro-migration
About
This skill analyzes existing debug systems (like IMGUI menus or custom consoles) and creates step-by-step migration plans to replace them with Jahro equivalents. It classifies code components, recommends what to keep or adapt, and generates the corresponding Jahro code. Use it when modernizing OnGUI debug code or switching from an existing cheat/performance HUD system to Jahro.
Quick Install
Claude Code
Recommendednpx skills add jahro-console/unity-agent-skills -a claude-code/plugin add https://github.com/jahro-console/unity-agent-skillsgit clone https://github.com/jahro-console/unity-agent-skills.git ~/.claude/skills/jahro-migrationCopy and paste this command in Claude Code to install this skill
Documentation
Jahro Migration
Help users migrate from custom debug tools to Jahro. Analyze existing code, classify what to replace/keep/adapt, and generate migrated code incrementally.
Migration Decision Guide
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 |
Migration Workflow
- User shares existing debug code — ask to see the files or point to the classes
- Classify each component using the decision guide above
- Generate a migration plan: what to replace, what to keep, what to adapt, effort estimate
- Generate migrated code — file by file, side by side with original
- Support incremental migration — old and new can coexist
- VERIFY at each step — "Enter Play Mode, confirm migrated commands appear in Jahro"
Pattern: IMGUI Debug Menu → Jahro Commands
Before (IMGUI)
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), $"Health: {Player.Health}");
}
}
After (Jahro)
using JahroConsole;
using UnityEngine;
public class DebugCommands : MonoBehaviour
{
[JahroCommand("god-mode", "Cheats", "Enable god mode")]
public static void GodMode() => Player.GodMode = true;
[JahroCommand("add-gold", "Cheats", "Add 1000 gold")]
public static void AddGold() => Player.Gold += 1000;
[JahroCommand("skip-level", "Game", "Skip to next level")]
public static void SkipLevel() => LevelManager.SkipToNext();
[JahroWatch("FPS", "Performance")]
public static string FPS => (1f / Time.unscaledDeltaTime).ToString("F0");
[JahroWatch("Health", "Player")]
public static int Health => Player.Health;
}
What changed:
GUI.Buttonactions →[JahroCommand]static methodsGUI.Labelmonitors →[JahroWatch]static propertiesOnGUIclass can be deleted after migration- Visual Mode replaces the custom button UI — no IMGUI maintenance
- No
RegisterObjectneeded since everything is static
Parameterized version
If the original had user input (e.g., text field for gold amount):
[JahroCommand("add-gold", "Cheats", "Add gold to player")]
public static void AddGold(int amount) => Player.Gold += amount;
Visual Mode auto-generates an input field; Text Mode accepts add-gold 500.
Pattern: Custom Logger → Jahro (Usually Remove)
Before
public static class GameLogger
{
public static void Log(string category, string message)
=> Debug.Log($"[{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}");
}
After
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:
- If the wrapper only formats messages → remove it (Jahro shows full messages)
- If the wrapper adds categorization you rely on → keep it (Jahro still captures the output)
- If the wrapper writes to files → keep it (Jahro doesn't do file logging)
There is no Jahro.Log() API — Jahro works by intercepting Unity's logging system.
Pattern: Cheat Command System → Jahro Commands
Before
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])));
After (attribute-based)
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);
}
After (dynamic registration, if keeping runtime flexibility)
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:
- String-based
Action<string[]>→ typed parameters (int,float,Vector3) - Manual
string.Split+int.Parse→ Jahro handles type conversion - Dictionary registry → attribute discovery or
RegisterCommand - Custom input UI → Jahro's Text Mode (autocomplete) and Visual Mode (forms)
CheatManagerclass can be removed after migration
Pattern: Performance HUD → Jahro Watcher
Before
void 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}");
}
After
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.
Incremental Migration
Old and new systems can coexist during transition:
- Add Jahro commands alongside existing debug UI
- Verify commands work in Jahro console
- Remove old UI code for the migrated features
- Repeat until all features are migrated
- Remove the old debug system classes when done
This avoids a big-bang migration and lets the team validate each step.
Migration Effort Estimates
| 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 |
Contextual Awareness
| 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 |
Verification
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.
GitHub Repository
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