Skill Claude Code
A Unity planning guide for making game code easier to test. Unity is a game engine; EditMode tests run without playing a scene, while PlayMode tests run inside the game.
Skill Claude Code
A Unity planning guide for making game code easier to test. Unity is a game engine; EditMode tests run without playing a scene, while PlayMode tests run inside the game.
Skill Claude Code
Unity Timeline editing: create Timeline assets, add typed tracks (animation/audio/activation/control/signal), add clips, set bindings, play/pause/stop via PlayableDirector. Triggers: timeline, cutscene, sequence, PlayableDirector, Director, track, animation track, audio track, activation track, control track, signal…
Skill Claude Code
Unity UGUI (Canvas-based UI) creation and layout: Canvas, Panel, Button, Text (TMP auto-detect), Image, RawImage, InputField, Slider, Toggle, Dropdown, ScrollView, Scrollbar, RectTransform anchors and layout groups. This is the GameObject + Canvas system; for UXML/USS use the uitoolkit module. Triggers: UGUI, UI…
Skill Claude Code
UI Toolkit (UITK) for Unity — create/edit USS stylesheets and UXML layouts, configure UIDocument + PanelSettings in scenes, generate EditorWindow / runtime UI scaffolds. This is the UXML/USS/VisualElement system; for Canvas-based UGUI use the ui module. Triggers: UI Toolkit, UITK, UXML, USS, UIDocument, PanelSettings…
Skill Claude Code
Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+). Load before writing any async UniTask / UniTaskVoid / PlayerLoopTiming / CancellationToken / WhenAll / ToUniTask code to avoid double-await crashes, forgotten .Forget(), wrong PlayerLoopTiming choices, WebGL ThreadPool crashes, and handle leaks.…
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: