بنقرة واحدة
unity-dev
Start Unity C# development workflow with architecture, implementation, review, and testing phases
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Start Unity C# development workflow with architecture, implementation, review, and testing phases
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Drive a GitHub issue — bare or tracked on a Project board — from triage to a merge-ready PR through a gated pipeline (design hardening, tests green, code-review clean), scaling the machinery to the task's tier and asking at most one batched question. Auto-links the issue to close on merge, advances the board card, then merges and cleans up once you approve the PR in-session. Triggers: "take task N", "work on issue #N", "do the next task", "build/fix X" when no issue exists yet, and — for the merge gate later — "merge it", "approve the PR", "ship it", "lgtm merge".
Slim or restructure an oversized CLAUDE.md into path-scoped .claude/rules/ files, verifying nothing was lost. Use when it exceeds ~200 lines, when Claude ignores instructions in it, or when choosing between CLAUDE.md, rules, skills and @import.
Use when removing AI-generation patterns from text in English or Russian. Auto-detects language by Cyrillic ratio and applies the matching ruleset. Trigger phrases: "humanize this", "remove AI patterns", "make this sound human", "очеловечить текст", "убрать признаки нейросети", "сделай текст живым". Honors explicit overrides like "humanize as English" / "обработай как русский". For mixed-language text, asks which ruleset to apply.
Reads input artifact(s) — codebase, planning session, refactor plan, or generic doc — and writes a tour-spec.json describing sections, embedded sources, cross-refs, quizzes, and external link maps. Use when the user wants a fresh learning guide built from source material; auto-hands-off to learning-guide:render. Trigger phrases — "create a learning guide for X", "make an interactive tour", "generate onboarding doc", "build a learning module".
Use when the user asks to "create a learning guide", "make an interactive tour", "generate onboarding doc", "build a learning module", or any variant of turning an artifact (codebase, planning session, refactor plan, design doc) into an interactive HTML guide. Dispatches to learning-guide:analyze for new tours or learning-guide:render for re-renders after spec edits. Also use when the user is uncertain which step they need.
Renders an existing tour-spec.json to a self-contained interactive HTML guide via the bundled Node renderer. Use when the user has hand-edited a tour-spec.json, when learning-guide:analyze hands off after drafting, or when the user explicitly asks to "render the tour", "regenerate the HTML", or "update the embedded sources". Idempotent for generated artifacts; preserves user-edited README and tour-spec.json.
| name | unity-dev |
| description | Start Unity C# development workflow with architecture, implementation, review, and testing phases |
| argument-hint | [task description] |
You are orchestrating a complete Unity C# development workflow. Follow these phases systematically.
First, understand the project and task:
Check for Unity project markers:
*.csproj filesProjectSettings/ folderAssets/ folder*.unity scene filesRead existing architecture:
CLAUDE.md or project documentationAssets/Scripts/.asmdef files)Clarify requirements if task is ambiguous using AskUserQuestion
Use the unity-architect skill knowledge to:
Present the architecture to the user for approval before implementing.
Use the unity-coder skill knowledge to implement:
unity-tests-run skill to run tests continuously as you implement[SerializeField], [field:SerializeField])Spawn the unity-reviewer agent to perform Unity-specific code review:
Use the unity-tests-write skill knowledge to write missing tests, then use the unity-tests-run skill to execute them:
unity-tests-write patterns (EditMode for editor/utilities, PlayMode for runtime behavior)You can run individual phases:
/unity-dev Add player health system with damage and healing
/unity-dev Implement object pooling for projectiles
/unity-dev Create save/load system using ScriptableObjects