Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Review a Unity 6+ URP Render Graph ScriptableRendererFeature and its associated pass implementation for correctness issues related to material binding, resource wiring, render graph texture creation, static render function structure, global resource exposure, and API/version usage.
Use this skill when:
ScriptableRendererFeature before integrating itThe skill should expect:
ScriptableRendererFeatureThe skill must return results in the following structure:
A short overall assessment of the implementation.
Concrete issues directly supported by the provided code.
Potential issues that depend on missing context or incomplete information.
Minimal targeted fixes for each issue.
Small corrected code snippets where useful.
Any information needed to validate the code with higher confidence.
Check that:
Flag as an issue when:
Prefer patterns where:
Check that:
UseTexture(...) are appropriate for read accessSetRenderAttachment(...) are appropriate as write targetsFlag as an issue when:
Check that:
staticPassData field used by the render function is explicitly assigned during pass setup for the current recordingPassData statePassData are assigned fresh for the current frame/pass recording and are not left dangling from prior usageFlag as an issue when:
staticPassData field is read in the render function but is not clearly assigned during pass setupPassData fields are reassigned while others may retain stale values from previous pooled usagePassData may survive from a previous frame or pass due to incomplete reassignmentPrefer:
PassData field used by the pass during each RecordRenderGraph(...) callPassData as transient per-recording data, not persistent stateCheck that:
TextureDesc by default when an appropriate graph-derived descriptor can be used directlyresourceData.activeColorTexture.GetDescriptor(renderGraph)Flag as an issue when:
TextureDesc without first attempting to reuse a graph-derived descriptorcameraTargetDescriptor is used as the primary source when a render-graph-derived descriptor is available and more accuratePreferred rule:
TextureDesc unless a graph-derived descriptor cannot be used directly or the texture must intentionally diverge from the source resource.Preferred pattern:
Examples:
RenderTextureDescriptor desc = resourceData.activeColorTexture.GetDescriptor(renderGraph);
desc.depthBufferBits = 0;
desc.name = "New name";
// other desired paramters
passData.targetTexture = renderGraph.CreateTexture(desc);
Check that:
AddCopyPass(...) is not recommended by default if a more compatible AddBlitPass(...) overload should be preferred in the current environmentFlag as an issue when:
Prefer:
AddBlitPass(...) overload for straightforward copy-like operations when that is the recommended and more compatible pathAddCopyPass(...) only when it is explicitly appropriate and supported for the target API/platform contextCheck that:
renderGraph.AddBlitPass(...) would express the same behavior more directlyFlag as an issue when:
renderGraph.AddBlitPass(...) would provide an equivalent result more clearlyPrefer:
renderGraph.AddBlitPass(...) for straightforward fullscreen material blitsCheck that:
Flag as an issue when:
SetGlobalTextureAfterPass is used without a clear consumercontext.cmd.SetGlobalTexture(...) is used inside a render graph pass where render graph resource publication is the appropriate mechanismUseGlobalTexture(...) or UseAllGlobalTextures() usage, increasing memory pressure or reducing aliasing opportunitiesPrefer:
builder.SetGlobalTextureAfterPass(...) only when global publication is truly required in render graphCheck that:
ScriptableRendererFeature and its associated pass declare required pipeline inputs using ConfigureInput(...) when neededFlag as an issue when:
ConfigureInput(...)ConfigureInput(...) requests inputs that the feature/pass does not appear to useClassification guidance:
The skill must:
A successful validation should:
As new recurring issues are discovered, extend this checklist with additional rules such as:
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Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Kern engine critical invariants: coordinate system, UI Toolkit positioning, RenderTexture blit, LifetimeScope/scene structure, VolumeProfile editor API, camera pixel-grid alignment, performance analysis rules, profiler interpretation, and the no-fallback policy. Use when touching coordinates, WorldToScreen, UI element anchoring, RenderTexture, LifetimeScope, VolumeProfile, camera, FPS analysis, Profiler markers, or any code near an "invariant" comment. Triggers on: CoordinateUtils, MapManager.WorldHeight, RuntimePanelUtils, CameraTransformWorldToPanel, WorldToLocal, PositionWriteEpsilon, CameraPixelGridAligner, LifetimeScope, RegisterComponent, VolumeProfile, AssetDatabase.AddObjectToAsset, EditorLoop, VSync, fallback, paper white, FPS, frame time.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Kern project C# conventions, namespace rules, DI/VContainer patterns, and assembly layer boundaries. Use when writing, editing, or reviewing any C# file — MonoBehaviours, ScriptableObjects, services, contracts, factories, or editor scripts. Triggers on: namespace, nullable, asmdef, VContainer, RegisterComponent, IObjectResolver, composition root, Kern.Contracts, primary constructor, record struct, SA1513, _camelCase, PascalCase, asmref, MonoScript.GetClass.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Synchronize and compile FMOD Studio banks into StreamingAssets
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Kern HDR/color pipeline contract: scene-referred linear working space, paper white units, radiance format rules, URP output transform ownership, DisplayFinal perceptual/linear space, UI brightness, HDR calibration screen, safe-start HDR switch, and HDROutputController usage. Use when touching lighting shaders, glow, bloom, tonemapping, post-processing, color grading, LUT, display output, UI colors, calibration, or any code with DisplaySettings / HDROutput / PaperWhite / Tonemapping / CompositeFinal / DisplayFinal / VisualTuning. Triggers on: saturate on radiance, clamp color, sRGB in shader, UNorm light buffer, ARGBHalf, paper white, HDROutputReconciler, VisualTuning, BT2390, detectPaperWhite, HDRCalibrationScreen, HDRSwitchPending, HDROutputSettings.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.