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Citronetic/unity-claude-skill

Claude Code skill for Unity 6+ game development — 16 reference topics covering the full Unity workflow

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unity-claude-skill is a Claude Code agent skill that claude Code skill for Unity 6+ game development — 16 reference topics covering the full Unity workflow.

지원 대상Claude Code~Codex CLI~Cursor
npx skills add Citronetic/unity-claude-skill

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문서

Unity Development Guide

Reference skill for Unity 6+ game development. Provides opinionated, actionable guidance across 16 topic areas -- from project setup through mobile deployment. Load only the reference file relevant to the current task.

Routing Table

Find the reference file that matches the user's intent. Each file is self-contained.

Project and Editor

Intent / QuestionReference FileCovers
"Create a new Unity project", "Set up .gitignore for Unity", "Configure Unity Hub", "Recommended folder structure"references/project-setup.mdUnity Hub, project creation, folder layout, .gitignore, Git LFS, meta files, package manifest
"How do I use the Inspector?", "Prefab workflows", "Scene management tips", "Multi-scene editing"references/editor-workflows.mdScene hierarchy, GameObjects, Prefab variants, Inspector, Toolbar, layout customization

Scripting

Intent / QuestionReference FileCovers
"MonoBehaviour lifecycle order", "How does Start vs Awake work?", "Serialization in Unity", "Component references"references/scripting-fundamentals.mdMonoBehaviour lifecycle, components, events, serialization, SerializeField, GetComponent
"ScriptableObject patterns", "Coroutine vs async/await", "Singleton in Unity", "Object pooling"references/scripting-patterns.mdScriptableObjects, coroutines, async/await, dependency injection, object pooling, event patterns

Gameplay Systems

Intent / QuestionReference FileCovers
"Rigidbody setup", "OnCollisionEnter not firing", "Raycasting", "2D vs 3D physics"references/physics.mdRigidbody/Rigidbody2D, Colliders, triggers, raycasting, physics callbacks, layers, joints
"New Input System setup", "How to rebind keys", "Touch input on mobile", "PlayerInput component"references/input-system.mdInput Actions, action maps, bindings, PlayerInput, touch/mobile input, InputAction callbacks
"How to write Unity tests", "EditMode vs PlayMode tests", "NUnit in Unity", "Test Runner"references/testing.mdUnity Test Framework, EditMode tests, PlayMode tests, NUnit, test organization, mocking

Presentation

Intent / QuestionReference FileCovers
"SpriteRenderer setup", "Tilemap workflow", "2D lighting with URP", "Sprite atlas"references/rendering-2d.mdSprites, SpriteRenderer, tilemaps, 2D lighting, sprite atlases, sorting layers, 2D shadows
"URP setup", "Materials and shaders", "Lighting a 3D scene", "Camera stacking"references/rendering-3d.mdURP pipeline, materials, Shader Graph, lighting, cameras, post-processing, LOD, occlusion
"UI Toolkit basics", "UXML and USS", "Runtime UI vs Editor UI", "Migrate from uGUI"references/ui-toolkit.mdUI Toolkit, UXML, USS, VisualElement, runtime UI, editor UI, data binding, uGUI migration
"Animator controller setup", "Animation clips", "State machine transitions", "Root motion"references/animation.mdAnimator, state machines, animation clips, blend trees, root motion, Animation Rigging, events
"AudioSource setup", "AudioMixer routing", "Spatial audio", "Compression formats"references/audio.mdAudioSource, AudioListener, AudioMixer, snapshots, spatial audio, compression, platform formats

Production

Intent / QuestionReference FileCovers
"Build settings for Android/iOS", "IL2CPP vs Mono", "Player settings", "Platform switching"references/build-deploy.mdBuild profiles, player settings, IL2CPP/Mono backends, platform switching, scripting defines
"Unity CLI batch mode", "Command-line build", "Headless Unity", "CI/CD with Unity"references/cli-tools.mdCommand-line arguments, batch mode, -executeMethod, build automation, license activation
"Addressables setup", "Asset bundles", "Import settings", "Texture compression"references/asset-pipeline.mdAddressables, asset import, texture/audio/model settings, sprite packing, asset references
"Mobile optimization tips", "Touch input handling", "Screen DPI and safe area", "Mobile performance"references/mobile-platform.mdMobile optimization, touch input, screen resolution, safe areas, thermal throttling, profiling

Universal Principles

These apply across all topics. When generating Unity code or advice, always follow:

  1. Target Unity 6+ (6000.x). Do not reference Unity 5.x or 2017-2022 LTS APIs unless explicitly maintaining a legacy project.
  2. Use URP (Universal Render Pipeline), not the Built-in Render Pipeline, for new projects.
  3. Use UI Toolkit for new UI work. Recommend uGUI only when extending existing legacy UI.
  4. Use New Input System (UnityEngine.InputSystem), not the legacy Input class.
  5. Use Addressables for asset loading, not Resources.Load.
  6. Always include using statements and class context in code examples -- never bare snippets.
  7. Prefer SerializeField on private fields over making fields public for Inspector exposure.
  8. Use CompareTag("X") instead of tag == "X" for tag comparisons (avoids GC allocation).
  9. Avoid Find methods at runtime (GameObject.Find, FindObjectOfType) -- cache references in Awake or assign via Inspector.
  10. Use assembly definitions (.asmdef) to organize code into compilation units for faster iteration in larger projects.

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