IdoCohen560

209 mods across 1 repository, 22 stars between them.

unity-lighting-vfx

169

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.

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

unity-multiplayer

170

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization…

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

unity-npc-behavior

171

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity NPC behavior design-to-code translation. Perception system architecture, decision layer patterns, action execution pipeline, faction & relationship systems, NPC memory & forgetting, crowd & squad coordination. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 75 tokens copy · 100% MIT

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 packages and services guide. Use when working with Package Manager, installing/updating packages, scoped registries, or Unity Gaming Services (Authentication, Cloud Save, Analytics, Leaderboards, Matchmaker). Covers essential packages list and version compatibility. Based on Unity 6.3 LTS documentation.

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

unity-performance

173

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 performance profiling and optimization guide. Use when profiling, optimizing frame rate, reducing memory usage, debugging performance bottlenecks, or using the Profiler, Memory Profiler, or Frame Debugger. Based on Unity 6.3 LTS documentation.

not rated 22 3mo ago A 56 tokens copy · 100% MIT

unity-physics-queries

174

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity physics query correctness patterns. Catches common mistakes with Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 70 tokens copy · 100% MIT

unity-physics

175

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.

not rated 22 3mo ago A 74 tokens copy · 100% MIT

unity-platforms

176

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITYIOS, #if UNITYANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. Based on Unity…

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

unity-procedural-gen

177

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity procedural generation design-to-code translation. Noise-based terrain/placement, tile & grid systems, dungeon/room generation, seed & reproducibility, content budget & constraint systems, runtime vs baked generation. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 78 tokens copy · 100% MIT

unity-save-system

178

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity save/load system architecture. Serialization format selection, save data DTOs, versioning and migration, cloud sync, PlayerPrefs scoping, auto-save strategies, mobile persistence. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

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

unity-scene-assets

179

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity scene and asset architecture decisions. Additive scene composition, Addressables vs Resources, AssetReference workflow, asset lifecycle coordination, loading screens. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 59 tokens copy · 100% MIT

unity-scripting

180

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. Based on Unity 6.3 LTS documentation.

not rated 22 3mo ago A 78 tokens copy · 100% MIT

unity-state-machines

181

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity state and behavior system architecture. FSM, Hierarchical FSM, Behavior Trees, stack-based state machines, Animator-vs-code decisions, state machine testing. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 62 tokens copy · 100% MIT

unity-testing

182

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. Based on Unity 6.3 LTS documentation.

not rated 22 3mo ago A 78 tokens copy · 100% MIT

unity-ui-patterns

183

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity UI/UX pattern design-to-code translation. Screen flow architecture, View/ViewModel separation, HUD architecture, feedback & juice systems, dynamic list/grid views, transition & animation contracts. UI Toolkit only. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.

not rated 22 3mo ago A 78 tokens copy · 100% MIT

unity-ui

184

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. Based on Unity 6.3 LTS documentation.

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

unity-xr

185

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on Unity 6.3 LTS…

not rated 22 3mo ago A 78 tokens copy · 100% MIT

uw-code-review

186

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Pre-commit code quality review for Unity C# code. Checks against Rules, CODINGSTANDARDS.md, NAMINGCONVENTIONS.md, and GDD Gherkin test coverage. Use when code has been written and tests are passing but before committing. Runs automatically at Step 8.5 of /uw-cmd-implement-feature. Triggers on "review this code"…

not rated 22 3mo ago A 124 tokens copy · 100% MIT

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecturepattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or…

not rated 22 3mo ago A 159 tokens copy · 100% MIT

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature"…

not rated 22 3mo ago A 150 tokens copy · 100% MIT

uw-network-setup

189

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set…

not rated 22 3mo ago A 149 tokens copy · 100% MIT

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Generate ScriptableObject-based systems including data containers, event channels, and runtime sets. Use when creating game data (weapons, enemies, items, abilities), cross-system events, or live object tracking. Triggers on requests like "create weapon data", "add an event system", "make a runtime set", "decouple…

not rated 22 3mo ago A 139 tokens copy · 100% MIT

uw-skill-creator

191

IdoCohen560/claude-unity-game-studio

Skill Claude Code

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

not rated 22 3mo ago A 66 tokens copy · 86% MIT

analyzer

192

IdoCohen560/claude-unity-game-studio

Agent Claude Code

Analyze blind comparison results to understand WHY the winner won and generate improvement suggestions.

not rated 22 3mo ago A 0 tokens copy · 95% 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: