unity-adr
121Skill Claude Code
A short architecture decision record helper for Unity projects. An architecture decision record is a note that captures a technical choice, the alternatives considered, and its consequences.
Unity Agent Team is a multi-agent AI framework for Unity DOTS (ECS, Jobs, Burst). It simulates a real dev team (Architect, Unity Dev, Data Tool, QA) to design, build, debug, and optimize systems using a structured workflow. Includes MCP integration, skill-based roles, and subagent execution for scalable, production-ready development.
Skill Claude Code
A short architecture decision record helper for Unity projects. An architecture decision record is a note that captures a technical choice, the alternatives considered, and its consequences.
Skill Claude Code
Unity Animator Controller editing and runtime parameter control: create controllers, add states/transitions/parameters, play animation states, drive triggers/floats/bools. Triggers: animation, animator, Animator Controller, controller, state, state machine, transition, layer, parameter, trigger, float, int, bool…
Skill Claude Code
A Unity game architecture advisor for planning gameplay and system structure before writing code. Unity is a tool for building games, and the advisor covers modules, scenes, data, communication, and refactoring.
Skill Claude Code
An advisor for Unity assembly definitions, which divide a project into separately compiled code groups. It covers boundaries between modules, editor code, game code, and tests.
Skill Claude Code
Unity asset management. Use when users want to import (external file), delete, move/rename, duplicate, find/search, get info, create folders, refresh AssetDatabase, reimport (single or batch), or read/set asset labels. Triggers: asset, import asset, delete asset, move asset, rename asset, duplicate asset, find asset…
Skill Claude Code
A Unity guide for choosing how scheduled work runs and stops, including per-frame updates, coroutines, timers, and async tasks. It also covers who owns that work and how it is cancelled and cleaned up.
Skill Claude Code
Batch query, preview-confirm-execute, async job orchestration, and bulk scene cleanup for UnitySkills. Use when users want a unified batch query (gameobjects/components/assets), preview before mutation (rename/set property/replace material/missing scripts/standardize naming/render layer/cleanup temp), execute with…
Skill Claude Code
A planning guide for structuring a small Unity game, such as a platformer, shooter, puzzle game, or tower defense game. It outlines the main gameplay loop, scenes, code modules, data, and user interface responsibilities.
Skill Claude Code
Scene View bookmarks — save the current selection plus Scene View camera pivot/rotation/size under a name, jump back to it later, list, delete. Use when users want to save, recall, or manage scene viewpoints + selections in the editor. Triggers: bookmark, bookmarks, save view, goto view, jump to view, scene view…
Skill Claude Code
Unity Scene View + Game Camera control. Use when users want to move/rotate the editor view, create or configure scene cameras, change FOV / clip planes / culling mask, switch orthographic vs perspective, or capture a screenshot. Triggers (EN): Unity camera, scene camera, Game Camera, Scene View, viewport, FOV, field…
Skill Claude Code
Cinemachine Virtual Camera setup and configuration for cinematic / gameplay cameras: VCam, FreeLook, ClearShot, StateDriven, Sequencer, MixingCamera, Body/Aim/Noise pipeline, Impulse system, target groups, splines, blends, CinemachineBrain. Triggers: cinemachine, virtual camera, vcam, CinemachineBrain, brain…
Skill Claude Code
Project cleanup and audit utilities — find unused assets, content-hash duplicates, missing script/asset references, empty folders, large assets, and dependency trees; delete via a two-step confirm-token flow; fix missing-script components in-place. Use when users want to clean up, audit, or shrink the project.…
Skill Claude Code
GameObject component management. Use when users want to add, remove, list, copy, enable/disable components, or read/set component properties (Rigidbody, Collider, AudioSource, custom scripts). Triggers: component, add component, remove component, list components, set property, get properties, copy component, enable…
Skill Claude Code
Unity Editor console log capture, query, write and settings. Read existing console history, start/stop capture buffer, log custom messages, clear console, configure error-pause / collapse / clear-on-play, export to file, count by type. Triggers: console, console window, log, logs, warning, error, exception, assert…
Skill Claude Code
Debug, diagnostics and compile state. Read console errors, force recompile, fetch stack traces, list assemblies, manage scripting define symbols, sample memory, and triage editor health. Triggers: debug, diagnostics, triage, error, exception, warning, console error, compilation, recompile, force recompile, refresh…
Skill Claude Code
URP Decal Projector creation and configuration plus DecalRendererFeature setup. Use when users want to create, inspect, configure, batch-edit, delete or validate URP DecalProjectors in the scene, or ensure the active URP renderer has DecalRendererFeature attached. HDRP decal APIs are out of scope. Triggers (EN)…
Skill Claude Code
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+). Load before writing any DOTween.Init / DOMove / Sequence.Append / SetLoops / SetLink / AsyncWaitForCompletion / ToUniTask code to avoid missing-target NRE, tween leaks, Safe Mode false positives, autoKill confusion, module compile errors. Triggers…
Skill Claude Code
DOTween Free/Pro automation. Free skills probe install status, read/validate/configure DOTweenSettings, list modules and shortcut extension methods, and generate runtime tween / Sequence / lifetime-safe MonoBehaviour scripts. Pro skills (dotweenpro) add/configure/inspect DG.Tweening.DOTweenAnimation components on…
Skill Claude Code
Unity Editor control. Use when users want to enter or exit play mode, pause, select GameObjects in Hierarchy, undo/redo, execute menu commands, get editor state/context (selection, focused window, isCompiling), or list tags/layers. Triggers: editor, play mode, enter play, exit play, stop play, pause play, select…
Skill Claude Code
UnityEvent persistent-listener wiring at editor time: inspect, add, remove, batch-add, copy, clear, set call-state, list events on a component (e.g. Button.onClick, Slider.onValueChanged). For runtime invocation only. Triggers: UnityEvent, event, persistent listener, persistent call, onClick, onValueChanged, listener…
Skill Claude Code
GameObject creation and manipulation. Use when users want to create, delete, move, rotate, scale, parent, find, or rename GameObjects. Triggers: gameobject, create gameobject, delete gameobject, duplicate, rename, transform, position, rotation, scale, parent, child, hierarchy, layer, tag, active, find, primitive…
Skill Claude Code
Project-wide GraphicsSettings / QualitySettings / Always Included Shaders / shader stripping for SRP-era Unity projects. Use when users want to inspect graphics & quality overview, switch quality level, assign or clear the default / per-quality SRP asset, manage Always Included Shaders, or configure lightmap / fog /…
Skill Claude Code
A Unity Editor tool for moving backward or forward through the editor's built-in undo history. It can undo or redo one or more operations and report the current undo group.
Skill Claude Code
Asset import settings — texture, audio, model importers + sprite settings + per-platform overrides + reimport. Use when users want to configure import settings, change texture type/maxSize/compression/filter/mipmap/sRGB/wrap, audio loadType/compressionFormat/quality/forceToMono, model…
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: