← ClaudeAtlas

gamedev-log-analyzerlisted

Analyze an editor, build, or structured trace log (Unreal Engine Saved/Logs, Unity Editor.log, Godot output, MSVC/UBT/MSBuild build output, JSONL / structured `.jsonl` traces, or any text log) token-efficiently. Use when the user mentions checking, reading, searching, summarizing, or diffing a log; investigating editor/engine errors, warnings, crashes, asserts, callstacks, or log spam; or asks "what's flooding the log" / "what changed since the last run". Parses, deduplicates, classifies by severity/category, and extracts decisive fields via the `gamedev-log` CLI instead of dumping the raw file (logs can be tens of MB).
JSungMin/vs-token-safer · ★ 1 · Data & Documents · score 67
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