بنقرة واحدة
unity-state-machines
Unity State Machines
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Unity State Machines
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
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
Unity Testing Patterns
| name | unity-state-machines |
| description | Unity State Machines |
Use this skill when implementing state machines for game logic, AI behavior, animation control, or UI flow, whether using Unity's Animator or custom FSM code.
Use a state machine when an entity has:
If you have nested if/else chains checking booleans (_isAttacking && !_isDead && _isGrounded), you need a state machine.
| Factor | Animator FSM | Custom Code FSM | SO State FSM |
|---|---|---|---|
| Visual editing | Built-in visual graph | None (code only) | Inspector per state |
| Animation sync | Seamless | Manual | Manual |
| Testability | Hard (needs Animator) | Easy (pure C#) | Medium (needs SO instances) |
| Designer-friendly | Medium (complex UI) | No | Yes (drag-drop states) |
| State count | 3-8 | Any | Any |
| Complexity | Low-medium | High (but flexible) | Medium |
| Performance | Good | Best | Good |
Recommendations: