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helm
helm에는 XeldarAlz에서 수집한 skills 31개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
Card game patterns — deck building, hand management, turn structure, card effects, battlefield zones
Racing game patterns — vehicle physics, track design, lap tracking, AI opponents, drift mechanics
Roguelike/roguelite patterns — procedural dungeons, permadeath, meta-progression, loot systems, turn-based or real-time
Tower defense game patterns — placement grids, enemy pathing, wave spawning, tower upgrades, economy
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.
2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.
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.
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.
Unity physics — non-allocating queries, collision layers, FixedUpdate discipline, continuous collision detection, character controllers, joints.
ShaderGraph — custom function nodes, sub-graphs, keyword-driven variants, master stack outputs, common patterns for URP effects.
UI Toolkit — UXML document structure, USS styling (CSS-like), UQuery, data binding, ListView virtualization, custom visual elements.
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.
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.
Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.
DOTween animation library — sequence composition, tween lifecycle, easing, kill strategies. CRITICAL: Always kill tweens in OnDestroy to prevent leaks and errors.
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.