jahro-commands
정보
이 스킬은 C# Unity 클래스를 분석하여 런타임 디버그 명령과 치트를 위한 적절한 `[JahroCommand]` 속성을 자동으로 생성합니다. 적합한 메서드를 식별하고 RegisterObject 패턴을 포함한 올바른 구문을 추가하며, 명령을 그룹으로 구성합니다. Unity 프로젝트에서 콘솔 명령, 런타임 치트 또는 디버그 액션을 구현할 때 사용하세요.
빠른 설치
Claude Code
추천npx 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-commandsClaude Code에서 이 명령을 복사하여 붙여넣어 스킬을 설치하세요
문서
Jahro Commands
Help users add runtime-callable debug commands to Unity code using Jahro's [JahroCommand] attribute system.
Workflow
- Analyze the user's code — identify methods that are good command candidates
- Generate correct
[JahroCommand]attributes with proper syntax - Add registration if needed (instance methods require
RegisterObject) - VERIFY — "Enter Play Mode, press ~, check the Commands tab"
Analyzing Code for Command Candidates
When the user shares a class, identify methods worth exposing as commands:
Good candidates:
- Public methods that change game state (damage, heal, spawn, teleport, reset)
- Methods used for testing and tuning (set difficulty, add currency, skip level)
- Diagnostic methods (print stats, dump state, force GC)
- Methods with simple parameter types (int, float, bool, string, Vector2, Vector3, enum)
Skip these:
- Unity lifecycle methods (Update, Start, Awake, OnEnable, OnDisable, OnDestroy)
- Private implementation details the developer wouldn't want to call manually
- Methods with complex parameter types (custom classes, interfaces, delegates)
- Property getters/setters (use
[JahroWatch]for monitoring instead)
Attribute Syntax
[JahroCommand("command-name", "GroupName", "Short description of what it does")]
Constructor: [JahroCommand(string name, string group, string description)]
All parameters are optional. Defaults: name = method name, group = "Default", description = "".
Naming conventions
- Command name: kebab-case (
"spawn-enemy","add-gold","set-difficulty") - Group name: PascalCase or Title Case (
"Cheats","Spawning","Game") - Description: Imperative, concise (
"Spawn enemy at position","Add gold to player")
Complete example
using JahroConsole;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float health = 100f;
[JahroCommand("heal", "Player", "Restore health by amount")]
public void Heal(float amount) { health = Mathf.Min(health + amount, 100f); }
[JahroCommand("teleport", "Player", "Teleport to position")]
public void Teleport(Vector3 position) { transform.position = position; }
[JahroCommand("reset-pos", "Player", "Reset to origin")]
public void ResetPosition() { transform.position = Vector3.zero; }
void OnEnable() => Jahro.RegisterObject(this);
void OnDisable() => Jahro.UnregisterObject(this);
}
Registration Pattern
Instance methods — require RegisterObject
Any non-static method with [JahroCommand] needs the owning object registered so Jahro can invoke it:
void OnEnable() => Jahro.RegisterObject(this);
void OnDisable() => Jahro.UnregisterObject(this);
This same call also registers [JahroWatch] attributes on the class. If the class already has RegisterObject (e.g., for watchers), do not add a second call.
Read references/common-patterns.md for the full lifecycle pattern and anti-patterns.
Static methods — no registration needed
Static methods are discovered via assembly scanning:
public class DebugCommands
{
[JahroCommand("restart-level", "Game", "Restart current level")]
public static void RestartLevel()
{
UnityEngine.SceneManagement.SceneManager.LoadScene(0);
}
}
Decision guide
| Method type | Needs RegisterObject? | Why |
|---|---|---|
public void Foo() (instance) | Yes | Jahro needs the object reference to call it |
public static void Foo() | No | Called on the class, discovered via assembly scan |
public void Foo() on a class that already has RegisterObject | No extra work | Already registered |
Supported Parameter Types
Commands accept these parameter types:
| Type | Text Mode input | Visual Mode input |
|---|---|---|
int | 42 | Number field |
float | 3.14 | Decimal field |
bool | true / false | Toggle switch |
string | hello world | Text field |
Vector2 | 1.5 2.0 | X/Y fields |
Vector3 | 10 2.5 -7 | X/Y/Z fields |
enum (any) | Hard (name) | Dropdown selector |
Maximum 3 parameters per command. For full type details, read references/api-reference.md.
Command Overloads
Same command name with different parameter signatures:
[JahroCommand("spawn-enemy", "Spawning", "Spawn one enemy at position")]
public void SpawnEnemy(Vector3 position) { /* ... */ }
[JahroCommand("spawn-enemy", "Spawning", "Spawn N enemies")]
public void SpawnEnemy(int count) { /* ... */ }
Text Mode resolves the correct overload by parameter count and type conversion.
Return Values
Commands that return string display the result in the console log:
[JahroCommand("get-pos", "Debug", "Print player position")]
public static string GetPlayerPosition()
{
return $"Position: {Player.Instance.transform.position}";
}
Dynamic Command Registration
For commands created at runtime instead of compile time. Use when wrapping external APIs, creating commands from data, or in non-MonoBehaviour systems.
// No parameters
Jahro.RegisterCommand("clear-cache", "Maintenance", "Clear local cache",
() => PlayerPrefs.DeleteAll());
// One typed parameter
Jahro.RegisterCommand<int>("add-gold", "Cheats", "Add gold",
amount => Player.Gold += amount);
// Two parameters
Jahro.RegisterCommand<int, float>("set-stats", "Tuning", "Set health and speed",
(health, speed) => { Player.Health = health; Player.Speed = speed; });
Parameter order for dynamic registration: (name, description, groupName, callback).
This differs from the attribute order (name, group, description).
Register command on existing object method:
var mgr = FindObjectOfType<GameManager>();
Jahro.RegisterCommand("restart", "Game", "Restart level",
mgr, nameof(GameManager.RestartLevel));
Cleanup:
Jahro.UnregisterCommand("clear-cache");
Jahro.UnregisterCommand("restart", "Game");
Read references/api-reference.md for all RegisterCommand overloads (0-3 generic parameters).
Command Organization
Group naming strategy
Organize commands by functional area:
"Player" — heal, teleport, reset, set-speed
"Spawning" — spawn-enemy, spawn-wave, clear-enemies
"Cheats" — god-mode, add-gold, unlock-all
"Game" — restart-level, set-difficulty, skip-level
"Debug" — dump-state, gc-collect, toggle-fps
Visual Mode vs Text Mode
Commands work in both modes automatically. Consider the target audience:
- Text Mode — fast for developers who know command names. Autocomplete helps. Vector3 entered as
10 2.5 -7. - Visual Mode — browsable groups with descriptions, form-based parameter input. Touch-friendly on mobile. Enum parameters render as dropdown selectors.
When designing commands for QA (non-developers), prefer:
- Simple parameter types (bool, enum, int) over Vector3
- Descriptive names and descriptions
- Logical groups that match QA workflows
Favorites and Recent
Users can star frequently-used commands for quick access. The last 10 executed commands always appear in the Recent section. Command names and groups help discoverability — be descriptive.
Contextual Awareness
When you see these patterns in user code, proactively suggest:
| Pattern in code | Suggestion |
|---|---|
[JahroCommand] already present | Offer improvements (better groups, descriptions, missing commands) |
OnGUI() with GUI.Button debug commands | Migrate to [JahroCommand] — Visual Mode replaces the button UI |
| Public methods that modify game state | Suggest exposing as commands |
| Custom command parser (string → command) | Migrate to Jahro's typed command system |
Verification
After generating commands, always include:
Verify: Enter Play Mode → press ~ → switch to the Commands tab (or Visual Mode). Confirm your commands appear in the correct groups. Try executing one to confirm it works.
If commands don't appear, suggest the jahro-troubleshooting skill — common causes: missing RegisterObject, wrong assembly selected, JAHRO_DISABLE active.
GitHub 저장소
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