Use for 2D art pipelines: sprite atlases, sprite-mode textures, tilemaps, and import settings (PPU, maxSize).
원문 언어: 영어
메뉴
SkillsMP는 rachitkumarrastogi/unity-mcp-server에서 39개의 skill을 수집했습니다. skill을 열어 소스와 세부 정보를 확인하세요.
수집된 skill 39개 중 39개를 표시합니다.
Use for 2D art pipelines: sprite atlases, sprite-mode textures, tilemaps, and import settings (PPU, maxSize).
원문 언어: 영어
Use to audit a Unity project's AI/ML stack: packages, models, scripts, configs, and release risks. Start here for "what AI does this game use?"
원문 언어: 영어
Use for Animator Controllers: states, transitions, clips, avatar masks, override controllers, and Timeline playables.
원문 언어: 영어
Use to audit Cinemachine / camera rigs: package presence, virtual cameras, and prefab usage (Unity 6 productivity / storytelling stack).
원문 언어: 영어
Use for Addressables groups, remote vs local content, localization tables, and shipping catalogs without bloating the player.
원문 언어: 영어
Use when prefabs/scenes show Missing Script or pink materials: triage broken script and asset GUID references and decide fix order.
원문 언어: 영어
Use when auditing Unity Localization: Locale assets, string tables, and package setup for multi-language shipping.
원문 언어: 영어
Use for Unity audio clips/mixers and middleware: FMOD banks and Wwise soundbanks / project paths.
원문 언어: 영어
Use for asmdef architecture: assembly graph, cycles, execution order, scripting defines, and which assembly owns a script path.
원문 언어: 영어
Use to inspect Unity CI: GitHub Actions workflows, Jenkins, Unity Cloud Build, Git LFS, and Plastic SCM project config.
원문 언어: 영어
Use for Unity Input: legacy InputManager axes and New Input System .inputactions action maps, bindings, and player controls.
원문 언어: 영어
Use for Adaptive Performance and Project Auditor: thermal/bottleneck scalers and static project health (Unity 6.4–6.5 optimization story).
원문 언어: 영어
Use for a Unity 6 platform pass: Android/WebGL/iOS PlayerSettings snippets, scripting backends, and platform packages (foldables, Web threads, etc.).
원문 언어: 영어
Use to understand prefab structure: variants, dependencies, components, scripts, and impact analysis before refactors.
원문 언어: 영어
Use when auditing Unity Accessibility: screen readers, AccessibilityNode, AssistiveSupport (desktop Narrator/VoiceOver support from Unity 6.3+).
원문 언어: 영어
Use for Unity 6 Build Profiles: per-profile scenes, scripting defines, and Player/Quality overrides instead of a single classic build settings list.
원문 언어: 영어
Use to audit Unity physics: classic 3D/2D modules, Unity Physics (ECS), and Physics Core 2D (Unity 6.3–6.5).
원문 언어: 영어
Use before shipping a Unity build: version, build scenes, broken refs, assembly cycles, large assets, changelog, and package health.
원문 언어: 영어
Use when assessing Built-in Render Pipeline vs URP/HDRP. BIRP is deprecated in Unity 6.5 and will be obsolete after 6.7 LTS.
원문 언어: 영어
Use to audit URP/HDRP: pipeline assets, volume profiles, shaders, Shader Graphs, VFX Graphs, and lighting settings assets.
원문 언어: 영어
Use for QA scene coverage: build scenes, tags, components, prefabs, test assemblies, and release blockers.
원문 언어: 영어
Use for Unity scene exploration the way developers work in the Editor: build list, all scenes, hierarchy, components, lighting, then broken refs.
원문 언어: 영어
Use to inventory ads and crash/analytics SDKs: Unity Ads, AdMob, ironSource, Sentry, Crashlytics, BugSnag, Unity Analytics.
원문 언어: 영어
Use for Firebase on Unity mobile: google-services.json, GoogleService-Info.plist, project ID discovery (paths only; no secret dumping).
원문 언어: 영어
Use to audit Unity multiplayer: Netcode for GameObjects, Transport, Relay/Lobby, or third-party stacks (Mirror, FishNet, Photon).
원문 언어: 영어
Use when integrating or auditing PlayFab: title ID, config assets, and related package presence.
원문 언어: 영어
Use for Steamworks and Discord SDK presence in a Unity project: app ID file, plugin folders, and related scripts.
원문 언어: 영어
Use when auditing Unity Gaming Services: Authentication, Cloud Code, Economy, Cloud Save, Remote Config, and Unity Connect project linkage.
원문 언어: 영어
Use for UI Toolkit (UXML/USS) and TextMeshPro: documents, fonts, TMP settings, and UI-related assets.
원문 언어: 영어
Use when adding LLM/chat/RAG features to a Unity game or tool: API keys, prompt assets, safety, latency, and server-side vs client-side calls.
원문 언어: 영어
Use when working on Unity ML-Agents: training configs, BehaviorParameters, sensors, actuators, inference in builds, or com.unity.ml-agents packages.
원문 언어: 영어
Use for on-device or server inference that is not tied to one vendor model: ONNX Runtime, Sentis, Barracuda legacy, custom .onnx/.tflite/.pb assets, and swapping models without rewriting gameplay code.
원문 언어: 영어
Use for NavMesh, AI Navigation package, NavMeshAgent, NPC pathfinding, off-mesh links, or gameplay AI movement (non-ML).
원문 언어: 영어
Use when integrating ONNX/Sentis/Unity Inference in Unity: model assets, IWorker, runtime performance, or com.unity.sentis packages.
원문 언어: 영어
Use to shrink player/install size: estimate build weight, find large assets, textures, Addressables, and unused or oversized content.
원문 언어: 영어
Use to find memory/disk pressure from assets: large files, textures, audio, video, ML models, and Addressables that should be remote.
원문 언어: 영어
Use for runtime performance triage from the project filesystem: quality tiers, graphics/URP-HDRP settings, lighting, large assets, scene complexity proxies, and build-size hotspots (no Editor Profiler required).
원문 언어: 영어
Use for DOTS/ECS packaging: .subscene assets, related packages, and how content splits from classic scenes.
원문 언어: 영어
Use to audit XR/VR setup: XR settings assets, related packages, scenes, and input/action assets for headsets.
원문 언어: 영어