Unity Package Manager (UPM) operations and bundled helpers for Cinemachine / Splines. Use when users want to install, remove, refresh, search, or inspect packages, list dependencies, query versions, or run a one-call Cinemachine/Splines bootstrap. Triggers: package, packages, UPM, Package Manager, manifest, install…
A guide for choosing common Unity code and data patterns, such as events, state machines, object pools, and ScriptableObjects. Unity is a game engine, and these patterns are reusable ways to organize game code.
A Unity performance review guide that looks for common causes of slow frames, memory allocations, and unnecessary repeated work. It focuses on likely problems in update loops, lookups, object creation, physics, animation, and UI.
Modern SRP post-processing effects on URP / HDRP VolumeProfiles (built on top of the Volume framework). Use when users want to add / remove / inspect or tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments, or any modern PP effect override on a VolumeProfile. Do NOT use for the legacy PPv2 stack…
A Unity project inspection workflow that records the project's version, packages, folders, code patterns, and existing tests before architecture changes are suggested.
Sample/demo skills for API connectivity testing and beginner examples — create primitive cubes/spheres, move/rotate/scale by name, delete by name, simple scene info. Use for smoke tests, health checks, and demo flows; not for production work. Triggers: sample, demo, example, hello, ping, smoke test, connectivity…
A Unity guide for documenting the objects, components, references, and startup steps that a game scene requires. A scene is a saved arrangement of game objects and their settings.
Unity scene management. Use when users want to create, load (single or additive), save, unload, switch active scene, get scene info or hierarchy, capture screenshot, or search objects in scene. Triggers: scene, new scene, create scene, load scene, save scene, additive scene, unload scene, multi-scene, active scene…
A Unity planning guide for assigning clear responsibilities to game scripts, such as scene bridges, data objects, pure C# services, controllers, or startup helpers.
ScriptableObject management. Use when users want to create, read, modify, delete, duplicate, find ScriptableObject assets, list available types, or import/export JSON. Triggers: scriptableobject, SO, data asset, config asset, settings asset, create SO, read SO, set field, delete SO, duplicate SO, find SO, list SO…
A review guide for Unity gameplay scripts, focused on clear responsibilities, explicit dependencies, lifecycle cleanup, performance, Inspector fields, naming, and testability. It also helps decide whether code belongs in a component, asset object, or ordinary C# class.
Shader Graph asset creation, structure inspection, constrained blackboard editing, and constrained node-subset editing for .shadergraph / .shadersubgraph. Use when users want to create graphs, inspect real node/slot structure, edit properties or keywords, or perform safe low-level node operations. Triggers: Shader…
AI-powered scene operations: SQL-like object queries, spatial queries, automatic spatial layout, alignment, distribution, snap to grid, randomize, replace prefabs, and reference auto-binding. Use when users want to find objects by property/region, arrange objects in grid/circle/line, align to ground, distribute…
Unity Terrain operations: create TerrainData, sculpt heights, paint texture layers, smooth/flatten regions, generate Perlin landscapes, add hills. Use when users want to create terrain, set heights, paint textures, smooth or sculpt landscapes. Triggers: terrain, Terrain, TerrainData, heightmap, height map, landscape…
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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: