What problem does it solve? Debugging a Rust game engine across native, web, and headless targets is hard when logs flood the console and rendering bugs look plausible while being broken. This Skill provides a structured diagnostic workflow for classic-wgl: channel-gated CLASSIC_LOG filtering, golden trace diffing, state dump inspection, and step-by-step playbooks for common failures. ## Core Features & Use Cases - Channel-gated logging: Filter 25 log channels (ui, collision, render, gfx, path, etc.) via the CLASSIC_LOG env var or ?classic_log= URL parameter, with throttle macros like cl_every! and cl_once! to control per-frame noise. - Golden trace diffing: Compare deterministic JSONL draw-call traces against a committed baseline to catch sort-order, camera-matrix, or entity-count regressions in headless CI. - State dump inspection: Press F9 to dump state.json with full entity/component data for diagnosing invisible entities, corrupted tilemaps, or broken navigation meshes. - Use Case: A click handler stops firing after a refactor. Enable CLASSIC_LOG=physics=trace, follow the click-dispatch playbook to check collider enabled state, Disabled propagation, and consumesClick guards, then pinpoint the exact dispatch stage that drops the event. ## Quick Start Ask the assistant to help debug why an entity is not visible in classic-wgl using the CLASSIC_LOG channels and the entity-not-visible playbook.