TheArcForge/Hades

Unity-aware AI infrastructure for Claude Code — a macOS app that serves a knowledge graph of your Unity project over MCP: 32 tools that let your agent know your project, not just grep its files.

27Stars on the repository
30Mods indexed here, across every type
6d agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

animation-workflow

01

TheArcForge/Hades

Skill Claude CodeCodex

Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.

27 6d ago A 25 tokens original MIT

component-design

02

TheArcForge/Hades

Skill Claude CodeCodex

Use when designing MonoBehaviour structure — splitting responsibilities, inter-component communication patterns, component composition, execution order, and lifecycle management.

27 6d ago A 25 tokens original MIT

data-modeling

03

TheArcForge/Hades

Skill Claude CodeCodex

Use when modeling game data — ScriptableObject patterns, runtime state management, serialization strategies, config vs instance data, and save/load architecture.

27 6d ago A 28 tokens original MIT

prefab-architecture

04

TheArcForge/Hades

Skill Claude CodeCodex

Use when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.

27 6d ago A 35 tokens original MIT

prefab-workflow

05

TheArcForge/Hades

Skill Claude CodeCodex

Use when creating, editing, or instantiating prefabs — prefab creation workflows, editing in prefab mode vs in-scene, applying overrides, and nesting strategies.

27 6d ago A 33 tokens original MIT

scene-architecture

06

TheArcForge/Hades

Skill Claude CodeCodex

Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.

27 6d ago A 31 tokens original MIT

scene-authoring

07

TheArcForge/Hades

Skill Claude CodeCodex

Use when building or modifying Unity scenes — creating GameObjects, setting up hierarchies, configuring components, and organizing scene structure. Guides efficient scene construction workflows.

27 6d ago A 32 tokens original MIT

unity-addressables

08

TheArcForge/Hades

Skill Claude CodeCodex

Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.

27 6d ago A 29 tokens original MIT

unity-ai-behavior

09

TheArcForge/Hades

Skill Claude CodeCodex

Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.

27 6d ago A 32 tokens original MIT

unity-architect

10

TheArcForge/Hades

Skill Claude CodeCodex

Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers component strategy, scene structure, data modeling, prefab architecture, and performance. Routes to specialized sub-skills for deep dives.

27 6d ago A 42 tokens original MIT

unity-audio

11

TheArcForge/Hades

Skill Claude CodeCodex

Use when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.

27 6d ago A 30 tokens original MIT

unity-ecs

12

TheArcForge/Hades

Skill Claude CodeCodex

Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.

27 6d ago A 34 tokens original MIT

unity-input

13

TheArcForge/Hades

Skill Claude CodeCodex

Use when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.

27 6d ago A 31 tokens original MIT

unity-networking

14

TheArcForge/Hades

Skill Claude CodeCodex

Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.

27 6d ago A 35 tokens original MIT

unity-performance

15

TheArcForge/Hades

Skill Claude CodeCodex

Use when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.

27 6d ago A 32 tokens original MIT

unity-reviewer

16

TheArcForge/Hades

Skill Claude CodeCodex

Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.

27 6d ago A 39 tokens original MIT

unity-shaders-hdrp

17

TheArcForge/Hades

Skill Claude CodeCodex

Use when working with HDRP rendering — HDRP-specific material setup, custom passes, volume overrides, ray tracing considerations, and HDRP shader patterns.

27 6d ago A 30 tokens original MIT

unity-shaders-urp

18

TheArcForge/Hades

Skill Claude CodeCodex

Use when working with URP rendering — Shader Graph patterns, custom render features, URP-specific post-processing, material setup, and URP shader optimization.

27 6d ago A 31 tokens original MIT

unity-testing

19

TheArcForge/Hades

Skill Claude CodeCodex

Use when writing or structuring tests — EditMode vs PlayMode test decisions, test architecture, what to test in Unity, mocking strategies, and CI integration for Unity tests.

27 6d ago A 35 tokens original MIT

unity-ui

20

TheArcForge/Hades

Skill Claude CodeCodex

Use when building user interfaces — UI Toolkit vs uGUI decisions, layout strategies, dialog systems, responsive UI, data binding, and HUD architecture.

27 6d ago A 29 tokens original MIT

unity-vfx

21

TheArcForge/Hades

Skill Claude CodeCodex

Use when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.

27 6d ago A 32 tokens original MIT

unity-workflow

22

TheArcForge/Hades

Skill Claude CodeCodex

Use when designing or building Unity features and a structured workflow is needed. Provides a research-design-implement-verify process that leverages Hades Graph and memory for project-aware development.

27 6d ago A 36 tokens original MIT