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GitHub 저장소

unity-explorer

unity-explorer에는 decentraland에서 수집한 skills 23개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.

수집된 skills
23
Stars
23
업데이트
2026-07-17
Forks
16
직업 범위
직업 카테고리 2개 · 100% 분류됨
저장소 탐색

이 저장소의 skills

code-standards
소프트웨어 개발자

C# naming conventions, member ordering, formatting rules, nullable reference types, memory/GC rules, test patterns, and PR standards. Use when writing, reviewing, or modifying non-trivial C# changes in this Unity project — applies to ECS systems, controllers, tests, utilities, and plugins.

2026-07-17
plugin-architecture
소프트웨어 개발자

Plugin and DI architecture. Use when adding or modifying plugins (IDCLWorldPlugin, IDCLGlobalPlugin), system registration, dependency injection, containers, assembly structure, or Addressables provisioning.

2026-06-19
sdk-component-implementation
소프트웨어 개발자

End-to-end SDK7 component implementation from protocol to C# systems. Use when implementing new SDK components (PB* types, protobuf, CRDT), modifying SDK component systems, or registering in ComponentsContainer.

2026-06-16
github-workflow
소프트웨어 개발자

GitHub workflow — creating PRs, issues, and bug reports using gh CLI. Use when creating pull requests, opening issues (bugs, feature requests, tech debt, performance), or interacting with GitHub via gh commands.

2026-06-15
chat-system
소프트웨어 개발자

Chat system — MVP pattern, message bus decorators, commands, auto-translation, encrypted history, state machine. Use when adding chat commands, modifying message flow, or working with chat services.

2026-06-12
multiplayer-and-network-sync
소프트웨어 개발자

Multiplayer networking -- LiveKit rooms, movement encoding, interpolation, profile sync, entity-participant mapping. Use when working with RoomHub, movement systems, EntityParticipantTable, or remote player sync.

2026-06-12
unity-memory-snapshot
소프트웨어 개발자

Parse Unity Memory Profiler `.snap` capture files headlessly to extract native-object memory grouped by type, and diff/scale memory across captures. Use whenever you need to read a Unity memory dump/snapshot without the Editor, answer 'what's using memory' from a .snap, document a memory baseline, compare two captures, find per-instance (e.g. per-avatar) memory costs, or investigate textures/meshes/materials/animators/render-textures growth. The .snap format is proprietary and was reverse-engineered once — always use the bundled parser instead of re-deriving it.

2026-06-11
consolidate-assembly-definitions
소프트웨어 개발자

Use when merging, folding, renaming, or removing asmdef/asmref assemblies in this project — reducing assembly count, converting an .asmdef to an .asmref, moving code between assemblies, or reviewing assembly structure for redundant references and cycles.

2026-06-11
resolve-asmdef-merge-conflicts
소프트웨어 개발자

Use when merging/rebasing a branch that consolidated or renamed asmdef assemblies and the base branch changed assemblies in parallel — modify/delete conflicts on .asmdef files, dangling GUID references, new asmdefs/asmrefs added in base, code added into folded folders, or InternalsVisibleTo/link.xml entries naming old assemblies.

2026-06-11
mvc-and-ui-architecture
소프트웨어 개발자

MVC UI architecture — controllers, views, window stacking, and shared space. Use when building UI controllers (ControllerBase), showing views via MVCManager, connecting UI to ECS via bridge systems, implementing context menus, settings panels, or coordinating panel visibility.

2026-06-08
debug-widget
소프트웨어 개발자

DebugContainer debug widget implementation and updates. Use when adding a new debug widget to the debug panel, creating or modifying debug categories, wiring ElementBinding or DebugWidgetVisibilityBinding, using IDebugContainerBuilder, calling TryAddWidget or AddCustomMarker, displaying live runtime data in the debug panel, or adding colored status indicators to the profiling/debug UI. Also applies when passing IDebugContainerBuilder through StaticContainer to a plugin or system.

2026-05-13
asset-promise-lifecycle
소프트웨어 개발자

AssetPromise lifecycle for async ECS asset loading — textures, models, audio, wearables. Use when creating, polling, consuming, or cleaning up asset promises, or working with memory budgeting.

2026-04-29
ecs-system-and-component-design
소프트웨어 개발자

ECS system and component design using Arch ECS. Use when creating or modifying systems, components, queries, cleanup, singletons, or tests -- also for code reviewing World/Entity/component usage.

2026-04-29
scene-runtime-and-crdt
소프트웨어 개발자

Scene runtime internals — V8/ClearScript engine, CRDT protocol, JS module system, scene lifecycle, and threading. Use when implementing or modifying scene runtime modules (require/wrapper/API pattern), working with CRDTProtocol or CRDTWorldSynchronizer, handling MultiThreadSync for ECS access, debugging scene state transitions, or implementing new JS API modules.

2026-04-20
avatar-rendering-pipeline
소프트웨어 개발자

Avatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.

2026-04-05
creating-skills
소프트웨어 개발자

Skill authoring and optimization. Use when creating new skills, editing existing skills, verifying skill quality, or optimizing trigger descriptions.

2026-04-05
cross-world-ecs-access
소프트웨어 개발자

Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.

2026-04-05
testing-infrastructure
소프트웨어 품질 보증 분석가·테스터

Testing patterns -- UnitySystemTestBase, ECS test utilities, mocking, EditMode vs PlayMode. Use when writing tests for ECS systems, controllers, or async code, or choosing test types.

2026-04-05
sentry-issue
소프트웨어 개발자

Investigate Sentry issues for the Decentraland Unity Explorer project. Trigger whenever a Sentry short ID is mentioned (e.g. UNITY-EXPLORER-M94, WEARABLE-PREVIEW-K3, "look at sentry issue M94", "can you check UNITY-EXPLORER-AB1") OR when a raw exception callstack is pasted. Fetches the issue and full stacktrace directly from Sentry, locates the relevant source files, identifies the root cause, provides reproduction steps, suggests fixes grounded in the project's patterns, and offers to set up a fix branch. Use this skill even if the user just pastes an issue ID without asking a specific question.

2026-03-31
async-programming
소프트웨어 개발자

Async programming patterns with UniTask, cancellation tokens, and exception handling. Use when writing async code, handling CancellationTokenSource lifecycle, using SuppressToResultAsync, implementing detached UniTask/UniTaskVoid flows, or working with Result/EnumResult types for exception-free flow propagation.

2026-03-13
diagnostics-and-logging
소프트웨어 개발자

Diagnostics, logging, and error reporting via ReportHub. Use when adding log statements, configuring severity matrices, tagging systems with LogCategory, integrating with Sentry, or overriding log levels at runtime.

2026-03-13
feature-flags-and-configuration
소프트웨어 개발자

Feature flags, features registry, and app arguments. Use when gating features behind remote flags (FeatureFlagsConfiguration), feature gating, conditional features, runtime configuration, command-line flags, launch arguments, registering features in FeaturesRegistry, checking or adding app arguments (AppArgs), or implementing feature providers.

2026-03-13
web-requests
소프트웨어 개발자

Web request framework for HTTP operations. Use when making API calls, HTTP/REST requests, fetching data from server, downloading content via IWebRequestController, parsing responses, building URLs with URLBuilder, signing requests with Web3 auth chains, or configuring retry policies.

2026-03-13