IdoCohen560/claude-unity-game-studio

AI-powered Unity game development studio for Claude Code - 49 agents, 120+ skills, and a full studio hierarchy that turns a single AI session into a coordinated game dev team. View more about me in my portfolio.

19Stars on the repository
209Mods indexed here, across every type
2mo agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

unity-audio

97

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 19 +2 2mo ago A 66 tokens copy · 100% MIT

unity-cinemachine

98

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 19 +2 2mo ago A 57 tokens copy · 100% MIT

unity-data-driven

99

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 19 +2 2mo ago A 67 tokens copy · 100% MIT

unity-ecs-dots

100

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 19 +2 2mo ago A 65 tokens copy · 100% MIT

unity-editor-tools

101

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 19 +2 2mo ago A 71 tokens copy · 100% MIT

unity-foundations

102

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 19 +2 2mo 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 19 +2 2mo ago A 65 tokens copy · 100% MIT

unity-game-loop

104

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 19 +2 2mo ago A 73 tokens copy · 100% MIT

unity-graphics

105

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 19 +2 2mo 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 19 +2 2mo ago A 85 tokens copy · 100% MIT

unity-input

107

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 19 +2 2mo ago A 69 tokens copy · 100% MIT

unity-level-design

108

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 19 +2 2mo ago A 71 tokens copy · 100% MIT

unity-lifecycle

109

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 19 +2 2mo ago A 68 tokens copy · 100% MIT

unity-lighting-vfx

110

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 19 +2 2mo ago A 68 tokens copy · 100% MIT

unity-multiplayer

111

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 19 +2 2mo ago A 80 tokens copy · 100% MIT

unity-npc-behavior

112

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 19 +2 2mo 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 19 +2 2mo ago A 66 tokens copy · 100% MIT

unity-performance

114

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 19 +2 2mo ago A 56 tokens copy · 100% MIT

unity-physics-queries

115

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 19 +2 2mo ago A 70 tokens copy · 100% MIT

unity-physics

116

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 19 +2 2mo ago A 74 tokens copy · 100% MIT

unity-platforms

117

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 19 +2 2mo ago A 77 tokens copy · 100% MIT

unity-procedural-gen

118

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 19 +2 2mo ago A 78 tokens copy · 100% MIT

unity-save-system

119

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 19 +2 2mo ago B 65 tokens copy · 100% MIT

unity-scene-assets

120

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 19 +2 2mo ago A 59 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: