game-developer
Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
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Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
Take a screenshot of Unity Editor windows and save as PNG image. Use when you need to: (1) Screenshot the Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save what the Editor looks like as an image file.
Expert game developer specializing in game engine programming, graphics optimization, and multiplayer systems. Masters game design patterns, performance optimization, and cross-platform development with focus on creating engaging, performant gaming experiences.
Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.
> **도메인:** devian-upm-samples > **정책 문서 버전:** v4
> **도메인:** devian-upm-samples > **정책 문서 버전:** v3
Ensures the existence of a BootstrapRoot in Unity, facilitating initialization and resource management for game development.
Provides expert insights into voxel art creation, including workflows, animation techniques, and game engine optimization.
3D game development principles. Rendering, shaders, physics, cameras.
PC and console game development principles. Engine selection, platform features, optimization strategies.
ECS system and component design using Arch ECS. Use when creating or modifying systems, components, queries, cleanup, singletons, or tests -- also for code reviewing World/Entity/component usage.
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) while keeping GUID/fileID integrity intact. Load before directly editing .unity/.prefab/.asset/.meta/ProjectSettings YAML when REST skills cannot reach: script compile failure breaks E...
Unity performance red-flag advisor. Use when users want performance review, code runs slow, frame drops, or need optimization guidance for Update, allocations, pooling, physics. Triggers: performance, optimize, slow, lag, frame drop, hot path, Update, allocation, pool, GC, profiler, 性能, 太慢了, 卡顿, ...
Unity design pattern selector. Use when users want advice on ScriptableObject, events, state machines, object pools, observer, or other patterns. Triggers: design pattern, which pattern, ScriptableObject, event channel, observer, state machine, object pool, singleton, service locator, 设计模式, 用什么模式...
Script quality advisor for Unity gameplay code. Use when users want code review, reduce coupling, improve maintainability, or refactor scripts. Triggers: code review, coupling, maintainability, refactor, clean code, script quality, review my code, code smell, 代码审查, 代码质量, 重构, 低耦合, 可维护, 看看代码, 代码有问题.
Source-anchored Shader Graph design rules for Unity 2022.3 / ShaderGraph 14 and Unity 6 Graphics. Load before proposing graph structure, node chains, SubGraph boundaries, keyword strategy, property/blackboard layout, or any ShaderGraph editing plan, and before reviewing a proposed graph. Advisory...
XR Interaction Toolkit (XRI) for VR/AR — set up XR rigs, grab/socket/ray interactors, interactables, teleport/locomotion, turn, XR Canvas/EventSystem, haptics. Requires com.unity.xr.interaction.toolkit. Exact signatures via GET /skills/schema.
Avatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.
Create and implement a new Unity feature from a user-provided feature description in its own folder using Clean Code and MVP Passive View. Use when the user asks for create-sp-feature/create_sp_feature/new feature scaffolding or implementation with strict structure (`Services`, `Providers`, `Pres...
Assembly definition advisor for Unity projects. Use when users want module boundaries, faster compilation, cleaner dependencies, or editor/runtime/test separation. Triggers: asmdef, assembly definition, module boundary, compile time, slow compilation, dependency graph, 程序集, 模块边界, 编译慢, 依赖管理, asmde...
Project cleanup and audit — find unused assets, content-hash duplicates, missing references, empty folders, large assets, dependency trees; two-step confirm-token delete. Exact signatures via GET /skills/schema.
Debug, diagnostics and compile state — read console errors, force recompile, stack traces, list assemblies, manage scripting defines, sample memory, triage editor health. Exact signatures via GET /skills/schema.
URP Decal Projector creation and configuration plus DecalRendererFeature setup — create/inspect/configure/batch-edit/delete/validate projectors. HDRP decals out of scope. Exact signatures via GET /skills/schema.
Unity material and shader property editing (Built-in/URP/HDRP) — create/duplicate/assign materials, set color/emission/textures, change shader, set properties, toggle keywords, render queue. Exact signatures via GET /skills/schema.
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