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Unity-SkillForge
Unity-SkillForge enthält 20 gesammelte Skills von nlelouche, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Detects, diagnoses, and eliminates Garbage Collector pressure in Unity (CoreCLR). Provides patterns for zero-alloc code, Profiler integration guidance, and a GC budget monitoring protocol.
Agentic repair loop for C# compilation errors. Reads compiler output, classifies errors by pattern, and applies targeted, minimal fixes to restore a green build.
Implements a runtime minimap using a second orthographic camera rendering to a RenderTexture, displayed in a UI Toolkit or UGUI panel. Supports icons, fog of war, and zoom.
Implements accessibility (A11y) standards for Unity games: WCAG 2.1 color contrast, font scaling, colorblind modes, motor-impaired input remapping, and audio cues for visually impaired players.
Implements GPU instancing and indirect rendering to render thousands of identical meshes in a single draw call. Covers DrawMeshInstanced, DrawMeshInstancedIndirect, and MaterialPropertyBlock.
Manages texture memory via Unity's Mip Streaming system and streaming budget configuration. Prevents VRAM exhaustion on mobile/console by loading only the required mip levels at runtime.
Agentic code review checklist for Unity C# scripts. Identifies SOLID violations, GC allocation anti-patterns, naked Singletons, missing null guards, and architectural smells before human review.
Auto-detects the Unity project environment (version, render pipeline, installed packages) and returns a structured context JSON consumed by all other skills before code generation.
Audits all SKILL.md files in the repository for 2026 standard compliance. Reports missing YAML keys, outdated version fields, and broken Related Skills links.
Full integration guide for IronSource/LevelPlay mediation: banner, interstitial, and rewarded ads lifecycle, GDPR consent flow, and waterfall configuration.
Time progression, directional light rotation, and event triggers for dawn and dusk.
Implements the Command Pattern with a full undo/redo history stack. Applicable to editor tools, strategy game moves, crafting systems, or any operation that must be reversible.
Implements the Repository Pattern to decouple game data access from business logic. Provides a generic IRepository<T> with sync and async variants, and mock implementations for TDD.
Implements a lightweight, type-safe Service Locator as a decoupling bridge. Includes a decision matrix for choosing between Service Locator, DI Container, and ScriptableObject Events.
Implements procedural content generation algorithms: BSP dungeon rooms, Wave Function Collapse for tile maps, and Perlin-noise terrain. Provides an agnostic grid API for any genre.
Implements a deterministic input-based replay system for Unity. Records player inputs per frame to a timeline, then re-feeds them for perfect playback, death-cam, or automated QA.
Implements a full Model-View-ViewModel (MVVM) architecture for Unity UI Toolkit. Features reactive data binding, INotifyPropertyChanged integration, and the [CreateProperty] source generator workflow.
Implements high-performance parallel CPU workloads using the Unity Job System and Burst Compiler. Achieves near-native C code performance with zero managed allocations.
Full integration guide for PlayFab Economy v2: Catalogs, Inventory, Virtual Currencies, Stores, and Transactions. Replaces deprecated Economy v1 patterns.
Complete setup guide for Unity Gaming Services (UGS): Authentication, Lobby, Relay, Leaderboards, Cloud Save. First-party backend for Unity 6 multiplayer and live-ops projects.