بنقرة واحدة
unity-replay-ghost
Unity Replay & Ghost System -- RC Racing
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Unity Replay & Ghost System -- RC Racing
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-replay-ghost |
| description | Unity Replay & Ghost System -- RC Racing |
Use this skill when implementing replay recording, ghost car playback, lap ghost storage/sharing, or replay camera systems. Covers the full pipeline from state capture through compressed storage to interpolated playback with Cinemachine cameras.
PhysX is non-deterministic across runs. Floating-point accumulation order varies with frame timing, thread scheduling, and solver iteration counts. Replaying the same input sequence produces divergent results within seconds -- unacceptable for a ghost that must match the original lap exactly.
State recording captures the vehicle transform and key dynamic values each tick. Playback reconstructs the visual path without re-simulating physics. This trades storage size for correctness -- a worthwhile tradeoff given the compression pipeline below.
| Approach | Determinism Required | PhysX Compatible | Recommended |
|---|---|---|---|
| Input recording | Yes -- identical physics each playback | No -- PhysX non-deterministic | NO |
| State recording | No -- replays actual positions | Yes -- records what happened | YES |
| Skill | When to Use |
|---|---|
unity-camera-systems | Cinemachine setup, virtual camera configuration, camera blending |
unity-save-load | Serialization patterns, persistent data, file I/O |
unity-performance-optimization | Async patterns, memory management, compression |