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everything-claude-unity

everything-claude-unity enthält 42 gesammelte Skills von XeldarAlz, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.

gesammelte Skills
42
Stars
19
aktualisiert
2026-04-24
Forks
3
Berufsabdeckung
3 Berufskategorien · 100% klassifiziert
Repository-Explorer

Skills in diesem Repository

dotween
Softwareentwickler

DOTween animation library — sequence composition, tween lifecycle, easing, kill strategies. CRITICAL: Always kill tweens in OnDestroy to prevent leaks and errors.

2026-04-24
dialogue-system
Softwareentwickler

Dialogue tree patterns — ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.

2026-04-24
state-machine
Softwareentwickler

Generic state machine patterns — IState interface, StateMachine<T>, game state management (menu/gameplay/pause), enemy AI states, hierarchical FSM. Load when implementing state-driven behavior.

2026-04-24
platformer-2d
Softwareentwickler

2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.

2026-04-24
physics
Softwareentwickler

Unity physics — non-allocating queries, collision layers, FixedUpdate discipline, continuous collision detection, character controllers, joints.

2026-04-24
unity-instincts
Hochschullehrer für Informatik

How the atomic instinct learning system works — observations, distillation, confidence scoring, project vs global scope, and promotion/evolution workflows.

2026-04-24
learner
Softwareentwickler

Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.

2026-04-18
model-routing
Softwareentwickler

Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.

2026-04-18
hud-statusline
Softwareentwickler

Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.

2026-04-14
commit-trailers
Softwareentwickler

Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.

2026-04-13
event-systems
Softwareentwickler

Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.

2026-04-13
object-pooling
Softwareentwickler

Object pooling patterns — Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.

2026-04-13
scriptable-objects
Softwareentwickler

ScriptableObject architecture patterns — event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.

2026-04-13
serialization-safety
Softwareentwickler

Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.

2026-04-13
endless-runner
Softwareentwickler

Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.

2026-04-13
hyper-casual
Softwareentwickler

Hyper-casual mobile game architecture — one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.

2026-04-13
idle-clicker
Softwareentwickler

Idle/clicker game architecture — big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.

2026-04-13
match3
Softwareentwickler

Match-3 puzzle game architecture — grid system, tile matching, cascade/gravity, special tiles, combo chains, level objectives, lives/energy system.

2026-04-13
puzzle
Softwareentwickler

Mobile puzzle game architecture — grid/board logic, undo system, hint system, level packs, star ratings, touch drag-and-drop, tutorial overlays.

2026-04-13
rpg
Softwareentwickler

RPG game architecture — stat system (base + modifiers), level/XP, skill trees, quest system, NPC interaction, turn-based and real-time combat patterns.

2026-04-13
topdown
Softwareentwickler

Top-down mobile game architecture — virtual joystick/tap-to-move/twin-stick touch movement, room transitions, fog of war, spawner patterns, wave systems, minimap.

2026-04-13
mobile
Softwareentwickler

Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.

2026-04-13
animation
Softwareentwickler

Unity animation system — Animator controllers, layers, blend trees, state machine behaviors, root motion, animation events, Timeline.

2026-04-13
audio
Softwareentwickler

Unity audio system — AudioMixer groups, snapshots, spatial audio, audio source pooling, compression per platform.

2026-04-13
cinemachine
Softwareentwickler

Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.

2026-04-13
navmesh
Softwareentwickler

Unity navigation — NavMeshAgent configuration, NavMeshSurface, off-mesh links, dynamic obstacles, pathfinding patterns.

2026-04-13
ui-toolkit
Softwareentwickler

UI Toolkit — UXML document structure, USS styling (CSS-like), UQuery, data binding, ListView virtualization, custom visual elements.

2026-04-13
odin-inspector
Softwareentwickler

Odin Inspector & Serializer — SerializedMonoBehaviour, validation attributes, custom drawers, editor windows. Enhances Unity inspector with powerful serialization and UI.

2026-04-13
textmeshpro
Softwareentwickler

TextMeshPro text rendering — font asset creation, material presets, rich text tags, dynamic font fallback, sprite assets in text. Use for all text rendering in Unity.

2026-04-13
unitask
Softwareentwickler

UniTask async/await for Unity — zero-alloc async, cancellation tokens, PlayerLoop integration, async LINQ. Use instead of coroutines for cancellation support and cleaner async code.

2026-04-13
vcontainer
Softwareentwickler

VContainer dependency injection for Unity — LifetimeScope hierarchy, registration patterns, constructor injection for plain C#, [Inject] for MonoBehaviours. Lightweight alternative to Zenject.

2026-04-13
deep-interview
Projektmanagementspezialisten

Ambiguity gating — detects vague feature requests and forces structured requirements gathering with scoring across scope, platform, performance, integration, and acceptance criteria. Prevents wasted cycles on underspecified tasks.

2026-04-06
assembly-definitions
Softwareentwickler

Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.

2026-04-01
unity-mcp-patterns
Softwareentwickler

How to use unity-mcp tools effectively — batch_execute for speed, read_console for verification, resource queries for project state, tool organization patterns.

2026-04-01
character-controller
Softwareentwickler

2D and 3D character controller patterns — coyote time, input buffering, variable jump, wall slide/jump, dash, slopes, stairs, camera-relative movement. Load when implementing player movement.

2026-04-01
inventory-system
Softwareentwickler

Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.

2026-04-01
procedural-generation
Softwareentwickler

Procedural generation patterns — Perlin/Simplex noise, BSP dungeon generation, random walk, loot tables with weighted random, wave function collapse basics, seed-based reproducibility.

2026-04-01
save-system
Softwareentwickler

Save/load patterns — ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.

2026-04-01
addressables
Softwareentwickler

Addressables asset loading — LoadAssetAsync, handle lifecycle, labels, remote catalogs, memory management. Use for asset loading and memory optimization.

2026-04-01
input-system
Softwareentwickler

New Input System — action maps, PlayerInput component, generated C# classes, runtime rebinding, multi-device support, input buffering.

2026-04-01
Zeigt die Top 40 von 42 gesammelten Skills in diesem Repository.