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unity-scene-management
Unity Scene Management
Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.
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Unity Scene Management
Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.
Basé sur la classification professionnelle SOC
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-scene-management |
| description | Unity Scene Management |
Use this skill when loading, unloading, or organizing scenes, implementing additive scene architectures, or building scene transition flows in Unity.
Prevents a GameObject from being destroyed when a new scene loads (in Single mode).
public class AudioManager : MonoBehaviour
{
private static AudioManager _instance;
private void Awake()
{
// Singleton guard -- prevents duplicates when returning to a scene
if (_instance != null)
{
Destroy(gameObject);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
}
}
Pitfalls:
Scenes must be in File -> Build Settings to be loaded by name or index.
// Check if a scene is in build settings (editor utility)
#if UNITY_EDITOR
public static bool IsSceneInBuild(string sceneName)
{
foreach (var scene in UnityEditor.EditorBuildSettings.scenes)
{
if (scene.enabled && scene.path.Contains(sceneName))
return true;
}
return false;
}
#endif
CI/automation tip: Validate that all referenced scenes are in Build Settings as part of your build validation step. Missing scenes cause runtime errors with no compile-time warning.
Unity supports having multiple scenes open simultaneously in the editor. This is useful for the bootstrapper pattern.
Hierarchy:
_Boot (loaded)
GameBootstrapper
AudioManager
_UI (loaded, additive)
Canvas
EventSystem
Level_01 (loaded, additive, active)
Terrain
Player
Enemies
Editor workflow:
_Boot scene_UI and Level_01 into Hierarchy (or File -> Open Scene Additive)Level_01 -> Set Active SceneGotcha: Objects dragged between scenes in the editor change scene ownership. This can silently break references. Always verify an object's scene in the Inspector header.
| Game Type | Recommended Pattern |
|---|---|
| Simple (1-5 scenes) | LoadSceneAsync with Single mode + loading screen |
| Medium (menu + levels) | Bootstrapper + additive loading |
| Large (open world) | Addressables + streaming + additive loading |
| Prototype / game jam | Synchronous loading is fine |