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jahro-migration

jahro-console
更新于 2 days ago
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design

关于

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.

快速安装

Claude Code

推荐
主要方式
npx skills add jahro-console/unity-agent-skills -a claude-code
插件命令备选方式
/plugin add https://github.com/jahro-console/unity-agent-skills
Git 克隆备选方式
git clone https://github.com/jahro-console/unity-agent-skills.git ~/.claude/skills/jahro-migration

在 Claude Code 中复制并粘贴此命令以安装该技能

技能文档

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 仓库

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

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