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new-system
Generate a complete Unity system — MonoBehaviour + ScriptableObject config from structured input.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Generate a complete Unity system — MonoBehaviour + ScriptableObject config from structured input.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Rapid prototyping workflow for Unity. Quickly validates a mechanic or concept with throwaway code and a structured report.
Load a saved plan from ProjectSettings/GameDeck/plans/ and execute it step-by-step.
Save a plan to ProjectSettings/GameDeck/plans/ — captures the most recent plan from this conversation, or a plan you provide directly.
Plan a feature implementation with tasks, architecture, and file list.
Analyze and refactor a file or system with before/after comparison.
Creates an Architecture Decision Record (ADR) documenting a technical decision, alternatives, and consequences.
| name | new-system |
| description | Generate a complete Unity system — MonoBehaviour + ScriptableObject config from structured input. |
| argument-hint | [system-name] |
| user-invocable | true |
| allowed-tools | Read, Write, Glob, Grep |
When this skill is invoked:
Parse the system name from the user's message. If the user wrote
/new-system SpawnSystem, the name is SpawnSystem. If no name was
provided, ask for one. The name should be PascalCase and end with
System, Manager, or Controller (e.g., SpawnSystem,
InventoryManager, InputController).
Ask for the following inputs before generating anything:
Wait for the user to answer all three before proceeding.
Read knowledge base docs for architecture guidance:
${CLAUDE_PLUGIN_ROOT}/knowledge/02-scriptableobjects-data-driven.md — for ScriptableObject patterns${CLAUDE_PLUGIN_ROOT}/knowledge/03-unity-design-patterns.md — for system design patternsGenerate the system class following these conventions:
[ProjectName].Systems (or appropriate sub-namespace)[SerializeField] private for inspector fields, never publicFind(), FindObjectOfType(), or SendMessage() — use dependency injection or serialized referencesfor loops — no System.LinqGenerate the ScriptableObject config (if data-driven):
[CreateAssetMenu] class for configuration data<SystemName>Config (e.g., SpawnSystemConfig)[Tooltip] attributes on fieldsReference assembly definitions: if the system belongs to a specific
layer (Runtime, Infrastructure, etc.), mention which .asmdef it should
live under, per the 4-layer architecture in KB doc 01.
Write the files using the Write tool to the appropriate location in the user's project. Ask the user for the target folder if unclear.
Summary: list the generated files, their purpose, and any manual steps the user needs to take (e.g., creating the ScriptableObject asset in the Editor, wiring references).