MCP HubMCP Hub
스킬 목록으로 돌아가기

jahro-migration

jahro-console
업데이트됨 Yesterday
1 조회
12
12
GitHub에서 보기
메타design

정보

이 스킬은 기존 디버그 시스템(예: IMGUI 메뉴나 커스텀 콘솔)을 분석하고, 이를 Jahro의 동등한 기능으로 대체하기 위한 단계별 마이그레이션 계획을 생성합니다. 코드 구성요소를 분류하고, 유지하거나 수정해야 할 부분을 권장하며, 이에 상응하는 Jahro 코드를 생성합니다. OnGUI 디버그 코드를 현대화하거나 기존 치트/성능 HUD 시스템을 Jahro로 전환할 때 사용하세요.

빠른 설치

Claude Code

추천
기본
npx skills add jahro-console/unity-agent-skills -a claude-code
플러그인 명령대체
/plugin add https://github.com/jahro-console/unity-agent-skills
Git 클론대체
git clone https://github.com/jahro-console/unity-agent-skills.git ~/.claude/skills/jahro-migration

Claude Code에서 이 명령을 복사하여 붙여넣어 스킬을 설치하세요

문서

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 ReplacementAction
IMGUI debug buttons (OnGUI + GUI.Button)[JahroCommand] + Visual ModeReplace — Visual Mode provides a better button UI
Canvas-based debug UI[JahroCommand] + Visual ModeReplace — eliminates UI maintenance
Custom command parser (string → command)[JahroCommand] + Text ModeReplace — Jahro handles parsing and type conversion
Cheat code system (dictionary/registry)[JahroCommand] with groupsReplace — typed parameters, auto-discovery
Custom Debug.Log wrapperRemove or keepJahro intercepts Debug.Log automatically — wrapper often unnecessary
Performance HUD (FPS, memory overlay)[JahroWatch] groupsReplace — Watcher provides organized monitoring
File-based loggerKeepJahro doesn't write to files — keep if file logging is needed
Custom Inspector/Editor toolsEvaluateMay complement Jahro — keep if Editor-only tools
Analytics-based loggingKeepDifferent purpose — Jahro is for debugging, not analytics

Migration Workflow

  1. User shares existing debug code — ask to see the files or point to the classes
  2. Classify each component using the decision guide above
  3. Generate a migration plan: what to replace, what to keep, what to adapt, effort estimate
  4. Generate migrated code — file by file, side by side with original
  5. Support incremental migration — old and new can coexist
  6. 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.Button actions → [JahroCommand] static methods
  • GUI.Label monitors → [JahroWatch] static properties
  • OnGUI class can be deleted after migration
  • Visual Mode replaces the custom button UI — no IMGUI maintenance
  • No RegisterObject needed 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)
  • CheatManager class 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:

  1. Add Jahro commands alongside existing debug UI
  2. Verify commands work in Jahro console
  3. Remove old UI code for the migrated features
  4. Repeat until all features are migrated
  5. Remove the old debug system classes when done

This avoids a big-bang migration and lets the team validate each step.

Migration Effort Estimates

ComponentEffortNotes
IMGUI buttons → JahroCommandLowOne attribute per button, remove OnGUI
Canvas debug UI → JahroCommandLow-MediumRemove UI prefab + code, add attributes
Custom command parser → JahroCommandMediumRewrite registrations with typed params
Performance HUD → JahroWatchLowReplace labels with watch attributes
Custom logger → (remove)Very LowJust remove, Jahro intercepts Debug.Log
Cheat system with persistenceMediumMigrate commands, keep save/load logic separately

Contextual Awareness

Pattern in codeSuggestion
OnGUI() with debug buttons or labelsMigrate to JahroCommand + JahroWatch
Custom command dictionary/registryMigrate to JahroCommand attributes
Debug.Log wrapper classExplain auto-interception, suggest removal
Performance overlay (FPS, memory)Migrate to JahroWatch
Custom input field for commandsReplace 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 저장소

jahro-console/unity-agent-skills
경로: skills/jahro-migration
0
agent-skillsai-assistantai-codingclaude-codecursordebugging

연관 스킬

content-collections

메타

이 스킬은 콘텐츠 콜렉션(Content Collections)을 위한 프로덕션 검증된 설정을 제공합니다. 콘텐츠 콜렉션은 Markdown/MDX 파일을 Zod 검증이 포함된 타입 안전한 데이터 콜렉션으로 변환해주는 TypeScript 최우선 도구입니다. 블로그, 문서 사이트 또는 콘텐츠 중심의 Vite + React 애플리케이션을 구축할 때 타입 안전성과 자동 콘텐츠 검증을 보장하기 위해 사용하세요. Vite 플러그인 구성과 MDX 컴파일부터 배포 최적화 및 스키마 검증에 이르기까지 모든 것을 다룹니다.

스킬 보기

polymarket

메타

이 스킬은 개발자들이 Polymarket 예측 시장 플랫폼을 활용한 애플리케이션을 구축할 수 있도록 지원하며, 거래 및 시장 데이터를 위한 API 통합 기능을 포함합니다. 또한 WebSocket을 통한 실시간 데이터 스트리밍을 제공하여 실시간 거래와 시장 활동을 모니터링할 수 있습니다. 이를 통해 거래 전략을 구현하거나 실시간 시장 업데이트를 처리하는 도구를 생성하는 데 활용할 수 있습니다.

스킬 보기

creating-opencode-plugins

메타

이 스킬은 개발자들이 명령어, 파일, LSP 작업 등 25개 이상의 이벤트 유형에 연결되는 OpenCode 플러그인을 만들 수 있도록 돕습니다. JavaScript/TypeScript 모듈을 위한 플러그인 구조, 이벤트 API 명세, 구현 패턴을 제공합니다. OpenCode AI 어시스턴트의 라이프사이클을 사용자 정의 이벤트 기반 로직으로 가로채거나, 모니터링하거나, 확장해야 할 때 사용하세요.

스킬 보기

sglang

메타

SGLang은 RadixAttention 프리픽스 캐싱을 활용하여 JSON, 정규식, 에이전트 워크플로우를 위한 고속 구조화 생성에 특화된 고성능 LLM 서빙 프레임워크입니다. 특히 반복되는 프리픽스가 있는 작업에서 상당히 빠른 추론 속도를 제공하여 복잡한 구조화 출력 및 다중 턴 대화에 이상적입니다. 제약 디코딩이 필요하거나 광범위한 프리픽스 공유가 있는 애플리케이션을 구축할 때는 vLLM과 같은 대안보다 SGLang을 선택하십시오.

스킬 보기