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unity-dev
Start Unity C# development workflow with architecture, implementation, review, and testing phases
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Start Unity C# development workflow with architecture, implementation, review, and testing phases
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Drive a GitHub issue — bare or tracked on a Project board — from triage to a merge-ready PR through a gated pipeline (design hardening, tests green, code-review clean), scaling the machinery to the task's tier and asking at most one batched question. Auto-links the issue to close on merge, advances the board card, then merges and cleans up once you approve the PR in-session. Triggers: "take task N", "work on issue #N", "do the next task", "build/fix X" when no issue exists yet, and — for the merge gate later — "merge it", "approve the PR", "ship it", "lgtm merge".
Slim or restructure an oversized CLAUDE.md into path-scoped .claude/rules/ files, verifying nothing was lost. Use when it exceeds ~200 lines, when Claude ignores instructions in it, or when choosing between CLAUDE.md, rules, skills and @import.
Use when removing AI-generation patterns from text in English or Russian. Auto-detects language by Cyrillic ratio and applies the matching ruleset. Trigger phrases: "humanize this", "remove AI patterns", "make this sound human", "очеловечить текст", "убрать признаки нейросети", "сделай текст живым". Honors explicit overrides like "humanize as English" / "обработай как русский". For mixed-language text, asks which ruleset to apply.
Reads input artifact(s) — codebase, planning session, refactor plan, or generic doc — and writes a tour-spec.json describing sections, embedded sources, cross-refs, quizzes, and external link maps. Use when the user wants a fresh learning guide built from source material; auto-hands-off to learning-guide:render. Trigger phrases — "create a learning guide for X", "make an interactive tour", "generate onboarding doc", "build a learning module".
Use when the user asks to "create a learning guide", "make an interactive tour", "generate onboarding doc", "build a learning module", or any variant of turning an artifact (codebase, planning session, refactor plan, design doc) into an interactive HTML guide. Dispatches to learning-guide:analyze for new tours or learning-guide:render for re-renders after spec edits. Also use when the user is uncertain which step they need.
Renders an existing tour-spec.json to a self-contained interactive HTML guide via the bundled Node renderer. Use when the user has hand-edited a tour-spec.json, when learning-guide:analyze hands off after drafting, or when the user explicitly asks to "render the tour", "regenerate the HTML", or "update the embedded sources". Idempotent for generated artifacts; preserves user-edited README and tour-spec.json.
| name | unity-dev |
| description | Start Unity C# development workflow with architecture, implementation, review, and testing phases |
| argument-hint | [task description] |
You are orchestrating a complete Unity C# development workflow. Follow these phases systematically.
First, understand the project and task:
Check for Unity project markers:
*.csproj filesProjectSettings/ folderAssets/ folder*.unity scene filesRead existing architecture:
CLAUDE.md or project documentationAssets/Scripts/.asmdef files)Clarify requirements if task is ambiguous using AskUserQuestion
Use the unity-architect skill knowledge to:
Present the architecture to the user for approval before implementing.
Use the unity-coder skill knowledge to implement:
unity-tests-run skill to run tests continuously as you implement[SerializeField], [field:SerializeField])Spawn the unity-reviewer agent to perform Unity-specific code review:
Use the unity-tests-write skill knowledge to write missing tests, then use the unity-tests-run skill to execute them:
unity-tests-write patterns (EditMode for editor/utilities, PlayMode for runtime behavior)You can run individual phases:
/unity-dev Add player health system with damage and healing
/unity-dev Implement object pooling for projectiles
/unity-dev Create save/load system using ScriptableObjects