claude-unity-game-studio
claude-unity-game-studio contém 86 skills coletadas de IdoCohen560, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
Unity animation patterns including Animancer, state machines, and performance optimization.
Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.
Unity NavMesh pathfinding patterns, safety checks, and performance optimization.
Object pooling patterns for Unity to reduce GC allocations and improve performance.
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.
Unity ScriptableObject patterns for data management, configuration, and runtime systems.
Sentry Unity SDK integration patterns for error tracking, performance monitoring, transactions, spans, and custom instrumentation.
State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.
UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.
VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.
Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.