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@IdoCohen560

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Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inference). Covers AI navigation package, runtime NavMesh baking, and common AI patterns like state machines and behavior trees. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity animation patterns including Animancer, state machines, and performance optimization.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity physics query correctness patterns. Catches common mistakes with Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity state and behavior system architecture. FSM, Hierarchical FSM, Behavior Trees, stack-based state machines, Animator-vs-code decisions, state machine testing. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity physics patterns including character controllers, collision handling, and tunneling prevention.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity NavMesh pathfinding patterns, safety checks, and performance optimization.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

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