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code-reviewer
Code review expert for Unity C# projects — focuses on performance, serialization, lifecycle correctness, and maintainability.
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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Code review expert for Unity C# projects — focuses on performance, serialization, lifecycle correctness, and maintainability.
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
Read and update project memory files at start/end of every session. Memory lives in .agents/memory/ and syncs across machines via git.
MANDATORY — STOP and activate BEFORE writing ANY code for new features, significant changes, or multi-file modifications. You MUST ask clarifying questions, explore alternatives, and get explicit design approval first. Do NOT skip this step. Do NOT start coding without approval.
MANDATORY — activate BEFORE pushing to main/master. You MUST analyze the git diff, draft a CHANGELOG.md entry, and get user approval before pushing. No push to main/master is complete without a CHANGELOG update.
Use when debugging any issue, fixing a bug, investigating unexpected behavior, or when something isn't working as expected — enforces 4-phase root cause process instead of guessing
Use when about to claim work is complete, fixed, or passing — requires running actual verification commands and confirming output before making any success claims
Use when planning implementation of a feature, refactoring, or multi-step change — creates bite-sized tasks with exact file paths, code, and verification steps
| name | code-reviewer |
| description | Code review expert for Unity C# projects — focuses on performance, serialization, lifecycle correctness, and maintainability. |
[SerializeField] on private fields that need Inspector exposure[Inject] fields left unresolved — check registration order in ModelCollectionstring.Format or string concatenation in hot pathsGetComponent calls cached, not called per-frameOnDestroy cleans up event subscriptionsOnApplicationPause/OnApplicationQuit handled for data persistence#if UNITY_EDITOR guards on editor-only codeAssetDatabase calls in runtime codeEditorGUI.BeginChangeCheck / EndChangeCheckOnValidate doesn't run expensive operations#if UNITY_ANDROID, etc.)