Reviews and improves Debug.Log usage in Unity C# projects following structured logging principles: context tags, severity contracts, boundary-based placement, and criticality tiers. Detects common antipatterns (naked Debug.Log, logging in Update, stringly-typed errors), adds missing logs at system/state/error/external boundaries, and scaffolds project-wide logging infrastructure (LogTag constants, formatting helpers, conventions). Use when the user mentions logging, Debug.Log, log messages, debugging, or asks to improve observability in Unity code.
89
88%
Does it follow best practices?
Impact
88%
1.41xAverage score across 3 eval scenarios
Passed
No known issues
Logging antipattern detection and repair
Structured format applied
58%
100%
Tags consistent
100%
100%
Update loop guard
100%
100%
Context object passed
0%
100%
State change log structured
100%
100%
Actionable error messages
100%
100%
Log-and-throw fixed
0%
0%
Narrative log removed
100%
100%
Naked logs replaced
100%
100%
Audit report produced
100%
100%
Correct severity usage
100%
100%
Logging infrastructure setup
LogTag has all systems
100%
100%
LogTag organized by tier
0%
100%
Tier 1 systems correct
0%
100%
Tier 3 systems correct
0%
100%
Log helper under 80 lines
100%
100%
Conditional Debug method
100%
100%
Context parameter in helper
0%
62%
Conventions reference format rule
0%
100%
Conventions reference severity rules
75%
100%
Conventions reference tier rules
0%
100%
Conventions reference Update warning
0%
100%
LogTag is static class
100%
100%
Tier 1 boundary logging and correlation IDs
Correlation ID generated
100%
100%
Correlation ID in all logs
80%
70%
Structured format used
50%
50%
External boundary logged
100%
100%
Sensitive data masked
100%
100%
Context object passed
0%
0%
Actionable error logs
100%
100%
Correct severity — error cases
75%
100%
Timing/duration logged
0%
0%
Gem credit boundary logged
50%
100%
Purchase flow notes produced
100%
100%
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Table of Contents
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