dyCuong03

197 mods across 1 repository, 7 stars between them.

dyCuong03/unity-agent-team

Skill Claude Code

Store a single managed object (shared service, UnityEngine asset, or configuration class) as an ECS singleton accessible from systems without dependency injection.

not rated 7 2mo ago A 35 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Query managed IComponentData and UnityEngine components from ECS systems using the correct non-Burst API surface (SystemAPI.ManagedAPI or SystemAPI.Query for managed types).

not rated 7 2mo ago A 41 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Conditionally compile out all managed IComponentData usage when building for platforms or configurations that prohibit managed components (IL2CPP strict, DOTS Runtime, or custom stripped builds).

not rated 7 2mo ago A 45 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Store a reference to a UnityEngine.Object (Texture2D, AudioClip, Mesh, Sprite, etc.) in a blittable struct IComponentData so it can be stored in ECS chunks and passed through job structs without ma...

not rated 7 2mo ago A 58 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Identify and fix bugs caused by using an ECB from the wrong system group, resulting in structural change commands executing at the wrong frame boundary.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Select the correct EntityQuery filter method (WithAll, WithDisabled, WithNone, IgnoreComponentEnabledState) for IEnableableComponent to avoid silently processing the wrong entity set.

not rated 7 2mo ago A 45 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Identify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.

not rated 7 2mo ago A 42 tokens original MIT

world-system-filter

134

dyCuong03/unity-agent-team

Skill Claude Code

Scope a system to specific world types (game world, editor world, thin client, server) so it runs exactly where needed and is excluded from worlds where it would be incorrect or harmful.

not rated 7 2mo ago A 42 tokens original MIT

unity-foundation

135

dyCuong03/unity-agent-team

Skill Claude Code

Lightweight Unity Foundation skill always loaded for architect, unity-dev, and data-tool agents. Covers asmdef design, scene lifecycle contracts, project structure, asset hygiene, and Unity-specific code quality. Does NOT replace core ECS skills — ECS guidance always takes precedence when both apply.

not rated 7 2mo ago A 59 tokens original MIT

unity-skills

136

dyCuong03/unity-agent-team

Skill Claude Code

Unity Editor automation via REST API — create scripts, analyze scenes, manage assets, control editor, orchestrate workflows, run batch jobs, and route by Unity version. Triggers: Unity, Unity Skills, in Unity, automate Unity, Unity editor automation, create Unity script, scene summary, analyze Unity scene, Unity…

not rated 7 2mo ago A 150 tokens original MIT

unity-skills-index

137

dyCuong03/unity-agent-team

Skill Claude Code

Index of Unity Skills functional modules and advisory design modules. Browse available skill modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for the task. Triggers: Unity module list, Unity skill index, browse Unity skills, find Unity module, Unity module catalog, Unity…

not rated 7 2mo ago A 117 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Source-anchored design rules for Unity Addressables 1.22.3 (Unity 2022) and 2.9.1 (Unity 6). Load before writing any InitializeAsync / LoadAssetAsync / LoadSceneAsync / UpdateCatalogs / AssetReference code to avoid removed APIs, handle leaks, SceneReleaseMode bugs, and catalog update ordering errors. Triggers…

not rated 7 2mo ago A 229 tokens copy · 91% MIT

unity-adr

139

dyCuong03/unity-agent-team

Skill Claude Code

A short architecture decision record helper for Unity projects. An architecture decision record is a note that captures a technical choice, the alternatives considered, and its consequences.

not rated 7 2mo ago A 86 tokens original MIT

unity-animator

140

dyCuong03/unity-agent-team

Skill Claude Code

Unity Animator Controller editing and runtime parameter control: create controllers, add states/transitions/parameters, play animation states, drive triggers/floats/bools. Triggers: animation, animator, Animator Controller, controller, state, state machine, transition, layer, parameter, trigger, float, int, bool…

not rated 7 2mo ago A 123 tokens copy · 88% MIT

unity-architecture

141

dyCuong03/unity-agent-team

Skill Claude Code

A Unity game architecture advisor for planning gameplay and system structure before writing code. Unity is a tool for building games, and the advisor covers modules, scenes, data, communication, and refactoring.

not rated 7 2mo ago A 96 tokens copy · 89% MIT

unity-asmdef

142

dyCuong03/unity-agent-team

Skill Claude Code

An advisor for Unity assembly definitions, which divide a project into separately compiled code groups. It covers boundaries between modules, editor code, game code, and tests.

not rated 7 2mo ago A 76 tokens original MIT

unity-asset

143

dyCuong03/unity-agent-team

Skill Claude Code

Unity asset management. Use when users want to import (external file), delete, move/rename, duplicate, find/search, get info, create folders, refresh AssetDatabase, reimport (single or batch), or read/set asset labels. Triggers: asset, import asset, delete asset, move asset, rename asset, duplicate asset, find asset…

not rated 7 2mo ago A 160 tokens original MIT

unity-async

144

dyCuong03/unity-agent-team

Skill Claude Code

A Unity guide for choosing how scheduled work runs and stops, including per-frame updates, coroutines, timers, and async tasks. It also covers who owns that work and how it is cancelled and cleaned up.

not rated 7 2mo ago A 88 tokens original MIT

At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: