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159 skills (repositories by IdoCohen560) · sorted by popularity

Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.

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

Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.

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

Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.

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

Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.

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

Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.

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

Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.

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

Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.

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

Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.

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

Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.

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

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

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

Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.

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

Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.

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

Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.

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

Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.

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

Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.

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

Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio UX templates.

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

Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

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

Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.

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

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

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

Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.

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

Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.

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

Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.

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

Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).

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

End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.

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