IdoCohen560

209 mods across 1 repository, 22 stars between them.

unity-2d

151

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.

not rated 22 3mo ago A 73 tokens copy · 100% MIT

unity-3d-math

152

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.

not rated 22 3mo ago A 71 tokens copy · 100% MIT

unity-ai-navigation

153

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…

not rated 22 3mo ago A 80 tokens copy · 100% MIT

unity-animation

154

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.

not rated 22 3mo ago A 57 tokens copy · 100% MIT

unity-async-patterns

155

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…

not rated 22 3mo ago A 77 tokens copy · 100% MIT

unity-audio

156

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.

not rated 22 3mo ago A 66 tokens copy · 100% MIT

unity-cinemachine

157

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.

not rated 22 3mo ago A 57 tokens copy · 100% MIT

unity-data-driven

158

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.

not rated 22 3mo ago A 67 tokens copy · 100% MIT

unity-ecs-dots

159

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.

not rated 22 3mo ago A 65 tokens copy · 100% MIT

unity-editor-tools

160

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.

not rated 22 3mo ago A 71 tokens copy · 100% MIT

unity-foundations

161

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.

not rated 22 3mo ago A 67 tokens copy · 100% MIT

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.

not rated 22 3mo ago A 65 tokens copy · 100% MIT

unity-game-loop

163

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.

not rated 22 3mo ago A 73 tokens copy · 100% MIT

unity-graphics

164

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.

not rated 22 3mo ago A 5 tokens copy · 100% MIT

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…

not rated 22 3mo ago A 85 tokens copy · 100% MIT

unity-input

166

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.

not rated 22 3mo ago A 69 tokens copy · 100% MIT

unity-level-design

167

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.

not rated 22 3mo ago A 71 tokens copy · 100% MIT

unity-lifecycle

168

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.

not rated 22 3mo ago A 68 tokens copy · 100% 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: