unity-agent-skills
يحتوي unity-agent-skills على 22 من skills المجمعة من MuharremTozan، مع تغطية مهنية على مستوى المستودع وصفحات skill داخل الموقع.
Skills في هذا المستودع
Factory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.
Manage project boundaries using Assembly Definitions (.asmdef) for faster compile times and modular architecture. Based on the patterns by Adam Myhre. Enforces responsibility-based organization and handles Runtime/Editor/Tests splits.
Step-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.
Professional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.
Encapsulate actions as objects for queuing, undo/redo, and async execution.
Implements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.
Robust Save/Load system using Data Binding, Serializable DTOs, and swappable Data Service backends (File/JSON default). Supports per-entity GUID identity for saving multiple actors (player, inventory, enemies).
Dynamically modify object behavior by wrapping. Perfect for buffs, debuffs, and stat calculations.
Implements Dependency Inversion and Injection patterns. Decouples high-level logic from concrete implementations using attributes and reflection.
Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
Specialized skill for implementing a robust, extensible Finite State Machine in Unity using the State and Strategy patterns. Based on the pattern by Adam Myhre (3D Platformer). Use when creating complex AI, player controllers, or any system requiring structured state management.
Generic raycast-based interaction system. Works for any game genre (RPG, Platformer, Simulation).
Implements the Memento pattern for capturing and restoring object states. Perfect for Loadout managers, Checkpoints, and Undo/Redo systems.
Implementation of Model-View-Controller (MVC) and Model-View-Presenter (MVP) patterns in Unity. Focuses on Separation of Concerns for scalable UI and game systems.
Reactive Property system for Unity. Decouples data from UI and logic using observable wrappers and UnityEvents.
Implementation of global manager access with strict lifecycle control. Supports Standard, Persistent, and Regulator variations.
Manages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances.
Manages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances.
Implements the Strategy Pattern to encapsulate interchangeable algorithms (e.g., Spells, Attacks) using ScriptableObjects. Allows hot-swapping behavior without modifying client code. Clean Code approach.
Implementation of MVVM-style Data Binding for Unity UI Toolkit using the [CreateProperty] attribute and BindableProperty wrappers.
Advanced UI construction using C# code instead of UI Builder. Includes fluent extension methods and reusable pointer manipulators.
Implements the Visitor pattern for decoupled operations on object structures. Perfect for PowerUp systems and complex stat modifications.