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game-dev-unity
// Use when starting any Unity game development task, architecture design, optimizing rendering, scripting, multi-platform deployment, or performance profiling.
// Use when starting any Unity game development task, architecture design, optimizing rendering, scripting, multi-platform deployment, or performance profiling.
[HINT] Download the complete skill directory including SKILL.md and all related files
| name | game-dev-unity |
| description | Use when starting any Unity game development task, architecture design, optimizing rendering, scripting, multi-platform deployment, or performance profiling. |
This is the root coordinating skill for Unity. The AI is strictly prohibited from writing code or designing Unity systems without adhering to the strict standards defined in the specialized sub-skills below.
Status: MANDATORY. SUPREME DIRECTIVE: Every Unity design, programming, testing, or refactoring process must 100% adhere to the DevArchitechture system's rules (strictly following Simplicity First, Surgical Changes). If you fail to comply, your code will be rejected. You must combine it with the Sub-Skills below. When you receive a request related to creating Unity features, the first step is to identify the task's Category and load the corresponding REQUIRED BACKGROUND.
IMMEDIATE ACTION REQUIRED upon receiving any new task, documentation, or project information:
/plan: You MUST immediately invoke the /plan workflow to handle the planning phase. It will automatically generate the task.md and implementation_plan.md artifacts. Wait for the user to approve the plan./execute: Once the plan is approved, use the /execute workflow to implement the code layer by layer (Data -> Logic -> UI). Do NOT code without executing this workflow./debug & /review: If you encounter compilation or runtime errors during execution, use the /debug workflow. Before claiming the task is complete, use the /review workflow to verify against Unity C# conventions./finish: Once all tests pass and the user confirms, run the /finish workflow to extract Unity-specific learnings and close the task.Scan the user's request, match it with the flowchart below, and you MUST READ THE FILE to load the data:
graph TD
A[User's Unity Request] --> B{Analyze Category}
B -- Write Scripts, fix Memory/GC --> C[**REQUIRED BACKGROUND:** Read file sub-skill/unity-safe-scripting.md]
B -- Systems, Data Management, View-Model --> D[**REQUIRED BACKGROUND:** Read file sub-skill/unity-architecture-patterns.md]
B -- Canvas, Popups, Text UI --> E[**REQUIRED BACKGROUND:** Read file sub-skill/unity-ui-optimization.md]
B -- Forces, Rigidbodies, Raycasts --> F[**REQUIRED BACKGROUND:** Read file sub-skill/unity-physics.md]
B -- Rendering, Shaders, URP/HDRP --> G[**REQUIRED BACKGROUND:** Read file sub-skill/unity-rendering.md]
B -- AssetBundles, Addressables, Loading --> H[**REQUIRED BACKGROUND:** Read file sub-skill/unity-assets.md]
B -- Netcode, Multiplayer, Servers --> I[**REQUIRED BACKGROUND:** Read file sub-skill/unity-networking.md]
B -- Profiling, Diagnostics, Target FPS --> J[**REQUIRED BACKGROUND:** Read file sub-skill/unity-profiling.md]
B -- AudioMixer, 3D Spatial Audio --> K[**REQUIRED BACKGROUND:** Read file sub-skill/unity-audio.md]
B -- Editor Interaction, Scene Hierarchy, PlayMode, MCP --> L[**REQUIRED BACKGROUND:** Read file sub-skill/unity-mcp-interaction.md]
| Excuse / Rationalization | Reality Check |
|---|---|
| "This request is too small; I can write it directly without loading Sub-Skills." | Fatal errors like memory leaks or GetComponent/Find hide even in the smallest scripts. You MUST load the background. |
| "I already know how to optimize; I don't need to read the Physics/UI guide." | The Agent hasn't read this specific project's standards and will apply outdated boilerplate code. Discard code and read the Skill. |
Any sign of these Red Flags: STOP, reject the code, and Load the Sub-Skill first.