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everything-claude-unity
everything-claude-unity には XeldarAlz から収集した 42 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。
このリポジトリの skills
DOTween animation library — sequence composition, tween lifecycle, easing, kill strategies. CRITICAL: Always kill tweens in OnDestroy to prevent leaks and errors.
Dialogue tree patterns — ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.
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.
2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.
Unity physics — non-allocating queries, collision layers, FixedUpdate discipline, continuous collision detection, character controllers, joints.
How the atomic instinct learning system works — observations, distillation, confidence scoring, project vs global scope, and promotion/evolution workflows.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.
Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.
Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Object pooling patterns — Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.
ScriptableObject architecture patterns — event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.
Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.
Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.
Hyper-casual mobile game architecture — one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.
Idle/clicker game architecture — big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.
Match-3 puzzle game architecture — grid system, tile matching, cascade/gravity, special tiles, combo chains, level objectives, lives/energy system.
Mobile puzzle game architecture — grid/board logic, undo system, hint system, level packs, star ratings, touch drag-and-drop, tutorial overlays.
RPG game architecture — stat system (base + modifiers), level/XP, skill trees, quest system, NPC interaction, turn-based and real-time combat patterns.
Top-down mobile game architecture — virtual joystick/tap-to-move/twin-stick touch movement, room transitions, fog of war, spawner patterns, wave systems, minimap.
Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.
Unity animation system — Animator controllers, layers, blend trees, state machine behaviors, root motion, animation events, Timeline.
Unity audio system — AudioMixer groups, snapshots, spatial audio, audio source pooling, compression per platform.
Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.
Unity navigation — NavMeshAgent configuration, NavMeshSurface, off-mesh links, dynamic obstacles, pathfinding patterns.
UI Toolkit — UXML document structure, USS styling (CSS-like), UQuery, data binding, ListView virtualization, custom visual elements.
Odin Inspector & Serializer — SerializedMonoBehaviour, validation attributes, custom drawers, editor windows. Enhances Unity inspector with powerful serialization and UI.
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.
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.
VContainer dependency injection for Unity — LifetimeScope hierarchy, registration patterns, constructor injection for plain C#, [Inject] for MonoBehaviours. Lightweight alternative to Zenject.
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.
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
How to use unity-mcp tools effectively — batch_execute for speed, read_console for verification, resource queries for project state, tool organization patterns.
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.
Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.
Procedural generation patterns — Perlin/Simplex noise, BSP dungeon generation, random walk, loot tables with weighted random, wave function collapse basics, seed-based reproducibility.
Save/load patterns — ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.
Addressables asset loading — LoadAssetAsync, handle lifecycle, labels, remote catalogs, memory management. Use for asset loading and memory optimization.
New Input System — action maps, PlayerInput component, generated C# classes, runtime rebinding, multi-device support, input buffering.