gamedev-log-analyzerlisted
Install: claude install-skill JSungMin/rider-mcp-enforcer
# gamedev-log-analyzer — game-engine/build log analysis (CLI)
Read logs through the **`gamedev-log` CLI**, never `cat`/`grep`/`Get-Content` the raw file — these logs
are routinely tens of MB and will flood the context. The CLI parses → classifies → deduplicates →
returns a compact, token-capped summary (often ~99% smaller than the raw log).
> Engine coverage: **Unreal runtime + MSVC/UBT/MSBuild/Unity-C# build errors are live-verified.**
> **Unity-deep and Godot parsing are best-effort from public docs and NOT yet verified against real
> Unity/Godot logs** — say so if you report Unity/Godot results, and run `gamedev-log learnings` to see what
> went unparsed.
## How to run it
Invoke via **Bash** using the plugin-root absolute path (no PATH/setup needed; pure Node, no deps):
```bash
node "${CLAUDE_PLUGIN_ROOT}/server/cli.js" <command> [--flags]
```
Quote every path argument (Windows paths/spaces). `--help` lists everything.
## Commands
- `detect` — find editor logs (newest first). `--projectPath <dir>` (UE: scans `<dir>/Saved/Logs`,
one subdir deep; Unity: `Editor.log`). Run this first if you don't have a path.
- `summary` — severity counts + top categories, no message bodies. `--path | --projectPath`.
- `search` — parse + dedup into templated groups with `×count` + locations, severity-sorted, capped.
- `--severityMin Error|Warning|Display` (default Warning) · `--query <substr>` · `--category <Cat>`
- `--file <pathfrag>` · `--groupBy template|callsite` (callsite =