Detects, diagnoses, and eliminates Garbage Collector pressure in Unity (CoreCLR). Provides patterns for zero-alloc code, Profiler integration guidance, and a GC budget monitoring protocol.
Agentic repair loop for C# compilation errors. Reads compiler output, classifies errors by pattern, and applies targeted, minimal fixes to restore a green build.
Implements a runtime minimap using a second orthographic camera rendering to a RenderTexture, displayed in a UI Toolkit or UGUI panel. Supports icons, fog of war, and zoom.
Implements accessibility (A11y) standards for Unity games: WCAG 2.1 color contrast, font scaling, colorblind modes, motor-impaired input remapping, and audio cues for visually impaired players.
Implements GPU instancing and indirect rendering to render thousands of identical meshes in a single draw call. Covers DrawMeshInstanced, DrawMeshInstancedIndirect, and MaterialPropertyBlock.
Manages texture memory via Unity's Mip Streaming system and streaming budget configuration. Prevents VRAM exhaustion on mobile/console by loading only the required mip levels at runtime.
Agentic code review checklist for Unity C# scripts. Identifies SOLID violations, GC allocation anti-patterns, naked Singletons, missing null guards, and architectural smells before human review.
Auto-detects the Unity project environment (version, render pipeline, installed packages) and returns a structured context JSON consumed by all other skills before code generation.