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claude-agent-team
claude-agent-team 收录了来自 andymai 的 7 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。
这个仓库中的 skills
Protect Unity project integrity when touching assets — keep .meta/GUID pairing intact, never hand-edit scene/prefab YAML or binary assets, route hierarchy/prefab changes through the Editor, and keep .gitignore/LFS/merge config correct. Use before moving, renaming, or deleting Unity assets, or when editing .meta, .unity, .prefab, or .asset files.
Run headless Unity builds and CI — batchmode player builds, Addressables content builds, and test/build pipelines (GameCI). Invoke deliberately with /unity-build; this never auto-runs because builds are long and side-effecting.
Write idiomatic, performance-safe Unity 6 C# — MonoBehaviour lifecycle, ScriptableObject + event-channel architecture, serialization, the Input System, and assembly definitions. Use when writing or editing Unity C# scripts (.cs), adding gameplay systems, components, or ScriptableObjects, or wiring data and events in a Unity project.
Drive the live Unity Editor as a feedback loop — recompile after edits, read the console for compile errors and runtime exceptions, capture the Game/Scene view to verify visually, and debug runtime issues. Use after editing Unity scripts, when the game misbehaves or throws, or when you need to see what the Editor is actually rendering.
Diagnose and fix Unity performance problems with a profiler-guided workflow — eliminate GC allocations and per-frame spikes, pool objects, batch work, and measure before and after. Use when a Unity game is slow, stuttering, dropping frames, or showing GC spikes, or when asked to optimize Unity runtime performance.
Write and run Unity Test Framework tests — EditMode (fast, logic) and PlayMode (scene/lifecycle) — via headless batchmode, parse the NUnit XML results, and pair them with visual capture so "tests pass" actually means "the game works". Use when adding or running Unity tests, setting up test assemblies, or verifying gameplay behavior.
Build Unity UI with UI Toolkit — UXML structure, USS styling, data binding, and the runtime vs Editor UI split. Use when creating or editing .uxml or .uss files, building runtime HUDs/menus or custom Editor windows/inspectors with UI Toolkit (not uGUI).