Skills publicadas
Mostrando 6 de 42object-pooling
Object pooling patterns — Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.
scriptable-objects
ScriptableObject architecture patterns — event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.
inventory-system
Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.
endless-runner
Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.
idle-clicker
Idle/clicker game architecture — big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.
assembly-definitions
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.