Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 ECS/DOTS development guide. Use when working with Entity Component System, data-oriented design, Jobs system, or Burst Compiler. Covers Entities, IComponentData, ISystem, EntityManager, baking, Jobs, and Burst. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity save/load system architecture. Serialization format selection, save data DTOs, versioning and migration, cloud sync, PlayerPrefs scoping, auto-save strategies, mobile persistence. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity async and coroutine correctness patterns. Catches common mistakes with Awaitable double-await, missing cancellation tokens, thread context after BackgroundThreadAsync, coroutine error swallowing, batch mode WaitForEndOfFrame, and Addressables handle leaks. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity UI/UX pattern design-to-code translation. Screen flow architecture, View/ViewModel separation, HUD architecture, feedback & juice systems, dynamic list/grid views, transition & animation contracts. UI Toolkit only. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity scene and asset architecture decisions. Additive scene composition, Addressables vs Resources, AssetReference workflow, asset lifecycle coordination, loading screens. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity lifecycle and execution order correctness patterns. Catches common mistakes with initialization ordering, destruction timing, fake-null, disabled components, editor vs runtime init, DontDestroyOnLoad, and async destruction. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity level design-to-code translation. Trigger & event architecture, encounter design contracts, checkpoint & respawn, cinematic & scripted sequences, environmental storytelling hooks, level streaming & loading seams. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/ DESIGN HOOK. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity game loop and progression design-to-code translation. Core loop scaffolding, session lifecycle, win/lose condition architecture, meta loop hooks, tunable difficulty, pacing & encounter timing. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity data-driven design architecture. ScriptableObject config hierarchies, JSON data pipelines, designer handoff workflows, data versioning and migration, Inspector attributes for self-documenting configs. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 performance profiling and optimization guide. Use when profiling, optimizing frame rate, reducing memory usage, debugging performance bottlenecks, or using the Profiler, Memory Profiler, or Frame Debugger. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Drive running Unity Editor from shell to verify compiles, playmode, scenes, screenshots. Use when editing C# scripts, scenes, or assets in a Unity project and needing to: (1) check compilation succeeds, (2) read console errors, (3) enter/exit Play mode, (4) capture screenshots or frame recordings, (5) select objects or aim the Scene camera, (6) query editor window layout. Injects a file-polling command bridge (UnityRemote.cs) — prefer this over batchmode (fights the Library lock) or GUI automation.
日本語の概要は準備中です。原文の説明を表示しています。
jim60105/copilot-prompt☆ 212026年10月9日 更新
Qualify a sales opportunity using the MEDDIC framework. Use when the user says "qualify this deal", "is this deal real", "MEDDIC qualification", "MEDDICC framework", "should I pursue this opportunity", "deal review", "how qualified is this prospect", "pipeline review prep", "forecast this deal", "sanity check on this opportunity", or wants to assess whether a sales opportunity is worth pursuing and at what pipeline stage.
日本語の概要は準備中です。原文の説明を表示しています。
qa-aman/claude-skills☆ 202026年10月13日 更新
Eliciting and documenting a sales process before it is built in Salesforce: stage sequencing, entry/exit criteria per stage, win/loss analysis requirements, and stage transition rules. Trigger keywords: sales process design, stage discovery, entry criteria, exit criteria, stage gate, win/loss categorisation, sales methodology, pipeline stages, opportunity stage mapping, stage ladder, probability ladder, forecast category mapping, required fields per stage, stage swim lane, discovery workshop, handoff brief. NOT for configuring OpportunityStage, Sales Processes or Path in Setup — use admin/opportunity-management. NOT for cross-functional swim-lane maps — use admin/process-flow-as-is-to-be.
日本語の概要は準備中です。原文の説明を表示しています。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use this skill to define and validate the requirements for a Salesforce Partner Relationship Management (PRM) implementation: deal registration flows, lead distribution models, partner tier hierarchies, MDF budget tracking, and co-marketing content entitlement. Trigger keywords: partner community requirements, PRM deal registration setup, channel partner portal requirements, lead distribution partner, partner tier management, MDF tracking, co-marketing entitlement. NOT for implementing the partner sharing model — use data/partner-data-access-patterns. NOT for building the portal in Experience Builder — use admin/experience-cloud-site-setup. More trigger keywords: partner portal design worksheet, partner tier licence and role depth, PartnerAccountId blank on opportunity, portal role Executive Manager User, sharing set does not support Lead, enable partner user greyed out, offboard a partner firm, PartnerMarketingBudget PartnerFundRequest PartnerFundClaim, ChannelProgramLevel partner tier, deal registration acceptance step.
日本語の概要は準備中です。原文の説明を表示しています。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Set up, configure or troubleshoot Salesforce Collaborative Forecasts: forecast types, forecast categories, rollup methods, quota management, forecast hierarchy, manager adjustments, pipeline inspection integration. Trigger keywords: forecast type, forecast category, cumulative rollup, individual rollup, quota, forecast adjustment, forecast hierarchy, opportunity splits forecasting, pipeline forecast. NOT for configuring the opportunity stages, sales processes or split types themselves — use admin/opportunity-management. NOT for territory-based forecasting setup — use admin/enterprise-territory-management. NOT for Classic/Customizable Forecasting.
日本語の概要は準備中です。原文の説明を表示しています。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Safely localize unknown Unity games, especially Japanese-to-Chinese projects. Use to discover Unity version/layout/backend, migrate translations across game versions, extract occurrence-mapped text from serialized assets, embedded CSV, bytecode, UI, Localization StringTables, Utage, or middleware, bridge rows through AiNiee-style translation, validate and transactionally write approved candidates, audit residual and runtime-only text or AutoTranslator diffs, diagnose TMP fonts and Addressables/IL2CPP failures, locate saves, or acceptance-test SHA-verified patches.
日本語の概要は準備中です。原文の説明を表示しています。
timeance/unity-text-locator☆ 152026年8月13日 更新
WSL から Windows のファイル・プロセス・Git・Unity CLI を扱うときの実行規則。 `/mnt/c` 上の Linux git、WindowsApps の 0-byte スタブ、Editor と CLI の取り違え、 NTFS 越しのハングを防ぐ。Editor の状態(DEAD / STARTING / READY)ごとの対処、 unity open / status / command を含む。ユーザーが /wsl-windows と入力したら使う。
coil398/dotfiles☆ 82026年10月13日 更新
Run one full mining pass over an imported community-chat corpus: deterministic detector, LLM judge, harvest, review screen. Works on any imported corpus through a per-source config and is safe to re-run, being idempotent by message id. Triggers: "/community-alpha <source> [month]", "mine alpha from <community>".
日本語の概要は準備中です。原文の説明を表示しています。
tonydzi/second-brain-starter-kit☆ 82026年10月14日 更新