| MCP for Unity workflow (resources vs tools, post-edit verification, payload sizing, multi-instance) | §1 |
| Project conventions (assembly placement, code style) | §2 |
| Domain-reload safety pattern (mandatory for static state) | §3 |
| ServiceLocator / SingletonMonoBehaviour / ScriptableObject / ObjectPool | §4 |
| Physics & layers (the 8 layers + 2D physics tips) | §5 |
| Sorting layers (depth order, the 14-layer chain) | §6 |
| Cinemachine & camera (DetachFollow pattern) | §7 |
Input (legacy + New Input System; GameEditorManager.AnyEditorActive) | §8 |
URP 2D specifics (endCameraRendering, Light2D, Sprite-Lit-Default trap) | §9 |
| UI conventions (uGUI, mouse+keyboard parity, modal patterns) | §10 |
| Tilemap (Grid, TilemapCollider2D + CompositeCollider2D) | §11 |
| Performance cheatsheet (anti-patterns → fixes) | §12 |
| Testing (EditMode / PlayMode / CLI / parity) | §13 |
| Editor extensions (Custom Inspector, MenuItem, PropertyDrawer, Gizmos) | §14 |
| Common gotchas table (the pit traps) | §15 |
| Hot reload workflow | §16 |
Saving & persistence (ISaveService, SaveSchemaMigrator) | §17 |
Audio (IAudioService, AudioCatalog, mixer routing) | §18 |
| Migration-specific rules (unit conversions table) | §19 |
| Quick MCP recipes (component add, hierarchy read, run menu item, asset search) | §20 |