gamedev-log-analyzer

gamedev-log-analyzer is a skill for Claude Code from JSungMin/vs-token-safer. It costs 157 tokens per session (2,519 once invoked), scanned A, original, MIT.

A command-line workflow for reading and investigating game-engine, build, and structured trace logs. It returns compact summaries by parsing, classifying, and deduplicating the logs rather than exposing all their lines.

In plain words
What is it for?
Use it to search or summarize Unreal, Unity, Godot, compiler, build, text, and JSONL logs, compare runs, find file-and-line references, and track structured values over a selected window.
Why use it?
It helps inspect logs that may be tens of megabytes without flooding the coding agent's context.

Skill for Claude Code

Written for Claude Code: ${CLAUDE_PLUGIN_ROOT} variable. Also seen: mentions subagents.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gamedev-log-analyzer plugin — 1 skill, 3 commands, 1 agent, 1 hook shipped together

Good fit Use it to search or summarize Unreal, Unity, Godot, compiler, build, text, and JSONL logs, compare runs, find file-and-line references, and track structured values over a selected window.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add JSungMin/vs-token-safer
Claude Code
/plugin install gamedev-log-analyzer

Made for: Claude Code.

Or install gamedev-log-analyzer, the plugin that ships this one along with the rest of its 1 skill, 3 commands, 1 agent, 1 hook.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for gamedev-log-analyzer

README.md
[![agentmods](https://agentmods.dev/badge/skills/jsungmin/vs-token-safer/logs.svg)](https://agentmods.dev/skills/jsungmin/vs-token-safer/logs)
Your own site
<a href="https://agentmods.dev/skills/jsungmin/vs-token-safer/logs"><img src="https://agentmods.dev/badge/skills/jsungmin/vs-token-safer/logs.svg" alt="Measured on agentmods" height="20"></a>
Per session 157 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,519 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00157 $0.02519
Opus 5 $0.00078 $0.01260
Sonnet 5 $0.00031 $0.00504
Haiku 4.5 $0.00016 $0.00252

Measured 8d ago against content hash 26176d4d58e8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

gamedev-log-analyzer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

gamedev-log-analyzer/skills/logs/SKILL.md · 140 lines

How it starts

The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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):

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|code (callsite = roll up by file:line, best for "which callsite floods the log"; code = roll up by diagnostic code like C4996/LNK2019, collapsing a noisy build to one line per code) · --maxGroups N
  • diff — compare two logs, emit ONLY the delta (new / gone / count-changed groups; unchanged omitted). --pathA <before> --pathB <after>, or omit both to auto-pick the two newest detected logs. Same filters as search plus --minDelta N. Token-cheap "what changed since last run?".
  • locate — jump list: just the distinct file:line of matched entries (no message bodies), ranked by severity then count. --severityMin Error (default) · --basename (strip to filename, for Rider's name search) · --query --category --file --max. The compact handoff for opening source.
  • fields — pull just decisive scalars from dense per-frame trace logs into a compact table. --fields Pawn,Alpha,ts,Pos.x,step:Pos,d:Yaw (forms: Key, Key.x|.y|.z, Key.Y|.P|.R, ts, dts, d:Key, step:Key) · --query · --window t0,t1 · --max N. Biggest win on per-frame logs. Add --stats to collapse to per-column min/max/avg/first/last/Δ (one line per field) instead of rows — use it for "what's the range/trend of X over this window?" (even fewer tokens than the table).
  • tail — last N raw lines (escape hatch). --lines N.
  • setup / config — persist/show settings (~/.gamedev-log-analyzer/config.json). Keys: --projectPath --logPath --logMaxBytes --maxGroups --maxLineChars.
  • learnings / learnings-reset — local sanitized parse-coverage report + top unparsed line shapes (new-parser candidates). See Growing format coverage below; a low-coverage file also auto-nudges.
  • savings / savings-reset — local cumulative report of how many tokens you've saved vs dumping raw logs into context. Each analysis also appends a one-line ✓ Saved ~N tokens (M× smaller) for big logs.
  • enforce <block|warn|off> (or no arg = status) — log-read enforcement. A PreToolUse hook intercepts raw Bash log reads (grep/tail/cat/… over .log/.jsonl/Logs) and unbounded Reads of large (≥ 200 KB) logs, steering them here. A sliced Read (offset/limit) always passes — that's the one-step escape when you truly need raw bytes or when a format parses poorly. warn (default) allows + nudges; block denies + nudges; off disables. Env: GDLOG_ENFORCE. If a user hits the block and genuinely wants raw bytes, tell them to re-Read with offset/limit, or gamedev-log enforce warn|off.

Read the full file on GitHub · 140 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 140 lines · 157 tokens per session scan A 26176d4d58e8

Subscribe to this mod's changes

gamedev-log-analyzer is a skill published in the GitHub repository JSungMin/vs-token-safer (11 stars, last pushed today), licensed MIT. It adds 157 tokens to every session and 2,519 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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