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cccskills

Cohedo

@IdoCohen560

159 个技能1 个仓库 22

技能(159)

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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-studio222026年7月8日 更新

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-studio222026年7月8日 更新

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-studio222026年7月8日 更新

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.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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-studio222026年7月8日 更新

Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating code.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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-studio222026年7月8日 更新

Detect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

tech-debt

免费

Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Pre-commit code quality review for Unity C# code. Checks against Rules, CODING_STANDARDS.md, NAMING_CONVENTIONS.md, and GDD Gherkin test coverage. Use when code has been written and tests are passing but before committing. Runs automatically at Step 8.5 of /uw-cmd-implement-feature. Triggers on "review this code", "check my implementation", "pre-commit review", "code review", "check before commit", "is this ready to commit", "review my changes", or any request to validate code quality before committing.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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-studio222026年7月8日 更新

Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode tests", "test this feature", "write integration tests", "make sure this doesn't break", "add test coverage", "TDD this feature", or any task involving test creation, test-driven development, or quality assurance. Maps Given/When/Then scenarios directly to test methods using NUnit assertions.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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-studio222026年7月8日 更新

Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

team-ui

免费

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-studio222026年7月8日 更新

ux-design

免费

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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-studio222026年7月8日 更新

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.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

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