Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Logiiiii/unity-agent-skills --skill jahro-logginggit clone --depth 1 https://github.com/Logiiiii/unity-agent-skillsWrote 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.
[](https://agentmods.dev/skills/logiiiii/unity-agent-skills/jahro-logging)<a href="https://agentmods.dev/skills/logiiiii/unity-agent-skills/jahro-logging"><img src="https://agentmods.dev/badge/skills/logiiiii/unity-agent-skills/jahro-logging/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/logiiiii/unity-agent-skills/jahro-logging"><img src="https://agentmods.dev/badge/skills/logiiiii/unity-agent-skills/jahro-logging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00111 | $0.04567 |
| Opus 5.5 | $0.00044 | $0.01827 |
| Sonnet 5.5 | $0.00022 | $0.00913 |
| Haiku 4.5 | $0.00011 | $0.00457 |
Grade A, and why
jahro-logging 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 1mo 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.
This is a copy
100% identical to jahro-logging — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 456 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Logging Best Practices
Help developers implement effective, structured logging in Unity C# projects. This skill is principle-driven and tool-agnostic — all guidance works with raw Debug.Log. Jahro is mentioned where it adds specific value, not as a requirement.
Passive Rules (Always Apply)
When writing or editing Unity C# code, silently apply all of the following rules.
Structured format
Every log message follows this structure:
[Tag] Action — key=value, key=value
Examples:
[Save] File written — path=slot_01.sav, size=1.2MB, duration=340ms
[Network] Connection timeout — host=192.168.1.1, attempts=3, elapsed=15.2s
[Inventory] Item added — item=sword_01, slot=3, player=Player_7
Never write narrative-style logs like "The inventory system tried to add a sword but the slot was full." — they are impossible to filter or parse at scale.
Severity contract
Use the correct Unity call for each severity level:
| Call | Level | Meaning | Examples |
|---|---|---|---|
Debug.LogError |
Error | Unrecoverable failure | Null refs past fallback, failed network with no retry, corrupt save |
Debug.LogWarning |
Warning | Unexpected but handled | Fallback used, deprecated API, performance budget exceeded |
Debug.Log |
Info | Significant expected event | System initialized, scene loaded, purchase completed |
Debug.Log |
Debug | Development-only detail | State transitions, cache hits/misses, intermediate values |
Unity maps Info and Debug to the same Debug.Log call. Convey the distinction through message detail level, not the API call.
Context tags
Every log message starts with a [Tag] prefix identifying the producing system. Tags are:
- Short but descriptive:
[Audio],[Inventory],[AI]— not[AudioManagerSystemController] - Consistent: one name per system project-wide. Never
[Save]in one file and[SaveManager]in another. - Hierarchical when needed:
[Network.Lobby],[AI.Pathfinding]for large systems.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 1mo ago First seen · 456 lines · 111 tokens per session scan A 9d8d81330a25
jahro-logging is a skill published in the GitHub repository Logiiiii/unity-agent-skills (3 stars, last pushed 13d ago), licensed MIT. It adds 111 tokens to every session and 4,567 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to jahro-logging, differing in 0 lines, and is treated as a copy.
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