From unity-jahro
Diagnoses common issues with Jahro commands, watcher, and console using decision trees. Helps when Jahro components don't work as expected.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-jahro:jahro-troubleshootingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Diagnose and fix common Jahro issues. Follow the decision tree for the reported symptom.
Diagnose and fix common Jahro issues. Follow the decision tree for the reported symptom.
The user added [JahroCommand] attributes but commands don't show in the console.
Commands not appearing
├── Is the method static or instance?
│ ├── Instance → Is RegisterObject called?
│ │ ├── No → FIX: Add OnEnable/OnDisable registration
│ │ └── Yes → Is the object active in scene?
│ │ ├── No → Object never enables → RegisterObject never runs
│ │ └── Yes → Continue below
│ └── Static → Continue below
├── Is the correct assembly selected?
│ └── Check Tools → Jahro Settings → Assemblies Selection
│ └── Is the assembly containing this class checked?
│ ├── No → FIX: Select the assembly
│ └── Yes → Continue below
├── Is Jahro enabled?
│ ├── Check Jahro.Enabled at runtime (log it)
│ ├── Check JAHRO_DISABLE in Scripting Define Symbols
│ └── Check Auto-disable + build type
├── Is the method public?
│ └── Private/internal methods → FIX: Make public
├── Are parameter types supported?
│ └── Only: int, float, bool, string, Vector2, Vector3, enum
│ └── Custom class params → FIX: Change to supported type
└── Assembly scanning order issue?
└── Static commands discovered at startup; if class loaded late,
try manual RegisterObject or dynamic registration
// Add to the class with instance [JahroCommand] methods:
void OnEnable() => Jahro.RegisterObject(this);
void OnDisable() => Jahro.UnregisterObject(this);
Assembly-CSharpWatcher entries appear but values are frozen or stale.
Watcher values not updating
├── Is the Watcher tab actually open?
│ └── Values are ONLY read when the Watcher UI is visible
│ └── FIX: Switch to the Watcher tab to see live updates
├── Is RegisterObject called?
│ ├── No → FIX: Add OnEnable/OnDisable registration
│ └── Yes → Continue below
├── Is the watched member a field or property?
│ ├── Field → Updates automatically when value changes
│ └── Property → Check the getter
│ ├── Does the getter reference stale data?
│ ├── Does the getter throw an exception? (silently caught)
│ └── Is it an expensive getter that's being throttled?
├── Was the object destroyed?
│ └── Object destroyed without OnDisable → watcher reads stale reference
│ └── FIX: Ensure UnregisterObject runs (OnDisable handles this)
├── Is it a static watcher?
│ └── Static watchers don't need RegisterObject but do need
│ the assembly selected in Jahro Settings
└── Is Jahro enabled?
└── Same checks as commands: JAHRO_DISABLE, auto-disable, settings
// BAD: getter may throw if Rigidbody is destroyed
[JahroWatch("Velocity", "Physics")]
public Vector3 Velocity => GetComponent<Rigidbody>().velocity;
// GOOD: null-safe getter
[JahroWatch("Velocity", "Physics")]
public Vector3 Velocity => TryGetComponent<Rigidbody>(out var rb) ? rb.velocity : Vector3.zero;
User presses ~ (or triple-taps) but nothing happens.
Console not opening
├── Is Jahro enabled?
│ ├── Check Tools → Jahro Settings → Enable Jahro → must be ON
│ ├── Check JAHRO_DISABLE in Player Settings → Scripting Define Symbols
│ │ └── If defined → FIX: Remove it (or it's intentional for this build)
│ └── Check Auto-disable in Release Builds + build type
│ └── If Release build with auto-disable ON → expected behavior
├── Is the launch key correct?
│ └── Check Tools → Jahro Settings → Launch Key
│ └── Default is ~ (Tilde). May have been changed.
├── Is it a mobile build?
│ └── ~ key doesn't work on mobile
│ └── FIX: Triple-tap at top of screen (must be enabled in settings)
│ └── Check Mobile Tap Activation in Jahro Settings
├── Is Play Mode actually running?
│ └── Jahro only works in Play Mode, not Edit Mode
├── Check Unity console for messages:
│ ├── "Jahro Console: Disabled in this build" → Jahro disabled (see above)
│ └── Any Jahro initialization errors → report them
└── Keyboard shortcut conflict?
└── Another asset or system binding may capture ~ before Jahro
└── FIX: Change Launch Key to an unused key
Add this to any MonoBehaviour's Start method temporarily:
void Start()
{
Debug.Log($"Jahro.Enabled: {Jahro.Enabled}");
Debug.Log($"Jahro.IsOpen: {Jahro.IsOpen}");
}
Snapshots don't upload, don't stream, or show errors.
Snapshots failing
├── Is the API key configured?
│ └── Check Tools → Jahro Settings → Account → API Key
│ ├── Empty → FIX: Get key from console.jahro.io → Project → API Keys
│ └── Present → Does it validate? (settings show project info if valid)
├── Is the device online?
│ └── Upload and streaming require network connectivity
│ └── Recording mode works offline; upload when connected
├── What snapshot mode is selected?
│ ├── Recording → Must manually tap Upload after stopping
│ ├── Streaming (All) → Should auto-stream; check network
│ └── Streaming (Except Editor) → Won't stream from Editor
│ └── If testing in Editor → FIX: Use Recording or Streaming (All)
├── Is the session in the right state?
│ ├── Recording → must Stop first → then Upload
│ ├── Recorded → ready to Upload
│ ├── Uploading → wait for completion
│ └── Error shown → check inline error message, tap Retry
├── Check snapshot mode setting:
│ └── Tools → Jahro Settings → Snapshots Settings
└── Web console access:
└── Can you access console.jahro.io? → verify account and project exist
The floating launch button doesn't appear.
Launch button missing
├── Is it enabled?
│ └── Check if code calls Jahro.DisableLaunchButton()
│ └── FIX: Call Jahro.EnableLaunchButton()
├── Is it hidden?
│ └── Check if code calls Jahro.HideLaunchButton()
│ └── FIX: Call Jahro.ShowLaunchButton()
├── Is Jahro itself enabled?
│ └── Same checks: JAHRO_DISABLE, auto-disable, settings
├── UI layer conflict?
│ └── Launch button renders in an overlay canvas
│ └── Check if another full-screen UI is rendering on top
└── Was it dragged off-screen?
└── Position persists across sessions
└── FIX: Reset Jahro settings or call EnableLaunchButton() to reset
User defined JAHRO_DISABLE in Scripting Define Symbols but expects
Jahro to function in Debug builds.
FIX: JAHRO_DISABLE overrides ALL other settings. Remove it from
Player Settings → Scripting Define Symbols if you want Jahro to
function. Use "Auto-disable in Release Builds" instead for
production-only disabling.
User has Auto-disable in Release Builds ON and is testing a Release
build. Jahro correctly disables itself.
FIX: Use a Development Build for testing with Jahro, or temporarily
disable Auto-disable in Jahro Settings.
Commands appear in Editor but not on built devices.
CHECK:
1. Assembly scanning — device builds may use different assemblies
2. JAHRO_DISABLE — may be set for the target platform only
3. Auto-disable — device build may be Release
4. RegisterObject — ensure the MonoBehaviour is active in the device scene
If the Jahro source code is available in the project (either jahro-unity-package/ or Assets/JahroPackage/), you can optionally read relevant source files to trace issues deeper:
RegisterObject implementationRuntimeInitializeOnLoadMethod handlersOnly do this if the standard decision tree doesn't resolve the issue. The source is not always present (UPM installations don't include it).
After every fix suggestion:
Verify: Enter Play Mode and reproduce the original issue. If fixed, confirm the expected behavior. If still broken, report back what you see and we'll continue down the decision tree.
For commands/watchers: check the relevant tab in the console. For console not opening: press ~ and check Unity console for messages. For snapshots: try the full capture → upload/stream → check web console flow.
npx claudepluginhub rondorkerin/gamestack --plugin unity-jahroDetects Jahro in Unity projects, guides installation via UPM, API key setup, and feature overview for in-game debugging and snapshots.
Debugging workflow for Unity C# runtime errors: NullReferenceException, MissingReferenceException, compile errors and console log analysis via `u` CLI.
Classifies Udon/ClientSim runtime exceptions, maps errors to assets, and applies safe_fix or decision_required for triage. Triggers on runtime exceptions, Udon nullrefs, ClientSim startup failures, and log-based regressions.