Skills publicadas
Mostrando 12 de 42urp-pipeline
Universal Render Pipeline — URP asset configuration, renderer features, 2D renderer, lighting, shadows, post-processing volumes, SRP Batcher.
physics
Unity physics — non-allocating queries, collision layers, FixedUpdate discipline, continuous collision detection, character controllers, joints.
input-system
New Input System — action maps, PlayerInput component, generated C# classes, runtime rebinding, multi-device support, input buffering.
unitask
UniTask async/await for Unity — zero-alloc async, cancellation tokens, PlayerLoop integration, async LINQ. Use instead of coroutines for cancellation support and cleaner async code.
audio
Unity audio system — AudioMixer groups, snapshots, spatial audio, audio source pooling, compression per platform.
animation
Unity animation system — Animator controllers, layers, blend trees, state machine behaviors, root motion, animation events, Timeline.
topdown
Top-down mobile game architecture — virtual joystick/tap-to-move/twin-stick touch movement, room transitions, fog of war, spawner patterns, wave systems, minimap.
character-controller
2D and 3D character controller patterns — coyote time, input buffering, variable jump, wall slide/jump, dash, slopes, stairs, camera-relative movement. Load when implementing player movement.
hud-statusline
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
unity-instincts
How the atomic instinct learning system works — observations, distillation, confidence scoring, project vs global scope, and promotion/evolution workflows.
serialization-safety
Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.
platformer-2d
2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.