بنقرة واحدة
unity-project-foundations
Unity Project Foundations
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Unity Project Foundations
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
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-project-foundations |
| description | Unity Project Foundations |
Use this skill when setting up project folder structure, configuring assembly definitions, managing packages, or establishing code style and version control conventions for a Unity project.
Before first commit, verify these settings:
| Setting | Location | Required Value |
|---|---|---|
| Serialization Mode | Editor Settings | Force Text |
| Visible Meta Files | Editor Settings | Visible (version control mode) |
| Default Behavior Mode | Editor Settings | 3D or 2D (match your project) |
| Color Space | Player Settings | Linear (for PBR) or Gamma |
| Scripting Backend | Player Settings | IL2CPP (for builds) or Mono (for dev) |
| API Compatibility | Player Settings | .NET Standard 2.1 or .NET Framework |
| Enter Play Mode Settings | Project Settings | Enabled, with Domain/Scene Reload disabled for fast iteration |
Edit -> Project Settings -> Editor -> Enter Play Mode Settings.
When enabled with "Reload Domain" unchecked, entering play mode is near-instant. But you must handle static state manually:
public class ScoreManager : MonoBehaviour
{
private static int _totalScore;
// Reset static state when entering play mode without domain reload
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ResetStatics()
{
_totalScore = 0;
}
}
Rule: Every class with static fields needs a [RuntimeInitializeOnLoadMethod] reset method when using fast enter play mode. Without it, static state bleeds between play sessions.