IdoCohen560/claude-unity-game-studio
Skill Claude Code
State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 3D math correctness patterns. Catches common mistakes with coordinate spaces, Quaternion, Vector3, Plane, Bounds, Transform hierarchies, raycasting projection, and floating-point precision. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inference). Covers AI navigation package, runtime NavMesh baking, and common AI patterns like state machines and behavior trees. Based on Unity 6.3 LTS…
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity async and coroutine correctness patterns. Catches common mistakes with Awaitable double-await, missing cancellation tokens, thread context after BackgroundThreadAsync, coroutine error swallowing, batch mode WaitForEndOfFrame, and Addressables handle leaks. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity…
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers 3D sound, mixer groups, snapshots, and audio import settings. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity data-driven design architecture. ScriptableObject config hierarchies, JSON data pipelines, designer handoff workflows, data versioning and migration, Inspector attributes for self-documenting configs. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 ECS/DOTS development guide. Use when working with Entity Component System, data-oriented design, Jobs system, or Burst Compiler. Covers Entities, IComponentData, ISystem, EntityManager, baking, Jobs, and Burst. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions. Covers SerializedObject/SerializedProperty pattern, AssetDatabase, and editor-only code with #if UNITYEDITOR. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure. Covers the entity-component architecture, object hierarchy, tags, layers, and project conventions. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity game loop and progression design-to-code translation. Core loop scaffolding, session lifecycle, win/lose condition architecture, meta loop hooks, tunable difficulty, pacing & encounter timing. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
A render pipeline performs a series of operations that take the contents of a scene and displays them on a screen. Unity provides three render pipelines.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format…
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity 6 Input System guide. Use when handling player input, controls, gamepad, keyboard, mouse, touch, or XR controllers. Covers the new Input System package (recommended), Input Actions, Action Maps, Control Schemes, PlayerInput component, and input debugging. Based on Unity 6.3 LTS documentation.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity level design-to-code translation. Trigger & event architecture, encounter design contracts, checkpoint & respawn, cinematic & scripted sequences, environmental storytelling hooks, level streaming & loading seams. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/ DESIGN HOOK. Based on Unity 6.3 LTS.
IdoCohen560/claude-unity-game-studio
Skill Claude Code
Unity lifecycle and execution order correctness patterns. Catches common mistakes with initialization ordering, destruction timing, fake-null, disabled components, editor vs runtime init, DontDestroyOnLoad, and async destruction. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.
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: