| name | unity-development-loop |
| description | Run Unity runtime development loops with gameplay-focused implementation and validation. Use when the user asks to iterate on runtime behavior, reproduce and fix a gameplay bug, or implement a Unity-side flow until acceptance criteria are met. Do not use for `.inputactions` authoring, read-only inspection, or Rust CLI-only work. |
| compatibility | Requires unity-cli connected to a Unity Editor that supports Play Mode control, runtime input simulation, UI automation, and editor diagnostics. |
| allowed-tools | Bash(unity-cli:*), Read, Grep, Glob |
| metadata | {"author":"akiojin","version":"0.1.0","category":"testing","triggers":["runtime","gameplay","iterate","acceptance"]} |
Unity Development Loop
Run Unity-side development as short, acceptance-driven loops.
This skill chooses the smallest next change, the narrowest runtime check, and the lightest evidence set that can prove or disprove the current hypothesis.
Use When
- The user wants to implement and verify a Unity gameplay, input, or UI scenario.
- The task needs a repeatable loop of Unity-side code changes, Play Mode execution, evidence capture, and runtime confirmation.
- The user asks to iterate on a runtime bug until acceptance criteria are satisfied.
- The request needs screenshots, short video, console inspection, or profiler data as part of Unity runtime validation.
Do Not Use When
- The task is authoring
.inputactions assets instead of validating runtime behavior. Use unity-input-system.
- The task is read-only code or scene investigation with no planned change. Use the relevant inspection skill.
- The task is Rust CLI-only or does not require Unity runtime validation.
- The task is scene, prefab, or asset authoring without a runtime validation loop.
Preferred Flow
- Lock the scenario as observable runtime behavior and define 1-3 acceptance checks before editing or running anything.
- Choose the smallest next Unity-side change and delegate implementation to
unity-csharp-edit when code must change.
- Run the narrowest runtime check through
unity-playmode-testing, unity-ui-automation, or unity-editor-tools, depending on whether the loop is gameplay, UI, or diagnostics driven.
- Capture only the evidence needed for the current hypothesis: state reads or logs for non-visual behavior, a screenshot for visible end state, short video for timing, and profiler data only for performance questions.
- Record the iteration with scenario, acceptance criteria, change made, execution, evidence, observations, result, and next action.
- Stop when the current evidence satisfies every acceptance check; otherwise continue with one concrete next hypothesis.
Examples
- "Implement a jump input tweak, run it in Play Mode, and keep iterating until the jump timing feels correct."
- "Fix this settings panel flow, click through the UI, capture proof, and stop when the final state matches the spec."
- "Reproduce the runtime bug, inspect logs, make the smallest fix, and rerun only the affected path."
References