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.
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.
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.
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.
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.
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…
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"…
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…
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"…
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…
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…
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.
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character…
Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make…
Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null…
Generate custom editor tooling including Custom Inspectors, PropertyDrawers, EditorWindows, Gizmos, and Handles. Use when building designer-facing tools, spatial visualization, batch operations, or custom component UIs. Triggers on requests like "create a custom inspector", "add gizmos", "build an editor window"…
Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up…
Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the…
Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode…
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
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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: