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unity-agent-skills

unity-agent-skills contains 22 collected skills from MuharremTozan, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
22
Stars
12
updated
2026-04-14
Forks
2
Occupation coverage
2 occupation categories · 100% classified
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Skills in this repository

unity-abstract-factory
software-developers

Factory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.

2026-04-14
unity-assembly-management
software-developers

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.

2026-04-14
unity-builder-pattern
software-developers

Step-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.

2026-04-14
unity-code-reviewer
software-quality-assurance-analysts-and-testers

Professional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.

2026-04-14
unity-command-pattern
software-developers

Encapsulate actions as objects for queuing, undo/redo, and async execution.

2026-04-14
unity-composition-pattern
software-developers

Implements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.

2026-04-14
unity-data-persistence
software-developers

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).

2026-04-14
unity-decorator-pattern
software-developers

Dynamically modify object behavior by wrapping. Perfect for buffs, debuffs, and stat calculations.

2026-04-14
unity-dependency-injection
software-developers

Implements Dependency Inversion and Injection patterns. Decouples high-level logic from concrete implementations using attributes and reflection.

2026-04-14
unity-event-bus
software-developers

Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.

2026-04-14
unity-fsm
software-developers

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.

2026-04-14
unity-interaction
software-developers

Generic raycast-based interaction system. Works for any game genre (RPG, Platformer, Simulation).

2026-04-14
unity-memento-pattern
software-developers

Implements the Memento pattern for capturing and restoring object states. Perfect for Loadout managers, Checkpoints, and Undo/Redo systems.

2026-04-14
unity-mvc-pattern
software-developers

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.

2026-04-14
unity-observer-pattern
software-developers

Reactive Property system for Unity. Decouples data from UI and logic using observable wrappers and UnityEvents.

2026-04-14
unity-singleton-pattern
software-developers

Implementation of global manager access with strict lifecycle control. Supports Standard, Persistent, and Regulator variations.

2026-04-14
unity-so-prefab-manager
software-developers

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.

2026-04-14
unity-so-prefab-manager
software-developers

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.

2026-04-14
unity-strategy-pattern
software-developers

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.

2026-04-14
unity-ui-data-binding
software-developers

Implementation of MVVM-style Data Binding for Unity UI Toolkit using the [CreateProperty] attribute and BindableProperty wrappers.

2026-04-14
unity-ui-procedural
software-developers

Advanced UI construction using C# code instead of UI Builder. Includes fluent extension methods and reusable pointer manipulators.

2026-04-14
unity-visitor-pattern
software-developers

Implements the Visitor pattern for decoupled operations on object structures. Perfect for PowerUp systems and complex stat modifications.

2026-04-14