gamedev-log-analyzerlisted
Install: claude install-skill JSungMin/vs-token-safer
# 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).
> Format coverage: **Unreal runtime + MSVC/UBT/MSBuild/Unity-C# build + JSONL are live-verified**
> (JSONL on a real UE `AIMovementDebug.jsonl`). For JSONL, `fields` also extracts `Key=value` /
> `Key=(x,y,z)` from inside the `message` plus top-level keys, so per-frame scalar tracking over a
> `--window` works. **Unity-deep, Godot, Python-logging, and bracketed-level parsing are best-effort
> from public docs and NOT verified against a specific app's real logs** — say so if you report results
> for those, 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 + ded