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Cohedo

@IdoCohen560

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Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.

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

unity-2d

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Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity 6 Input System guide. Use when handling player input, controls, gamepad, keyboard, mouse, touch, or XR controllers. Covers the new Input System package (recommended), Input Actions, Action Maps, Control Schemes, PlayerInput component, and input debugging. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity procedural generation design-to-code translation. Noise-based terrain/placement, tile & grid systems, dungeon/room generation, seed & reproducibility, content budget & constraint systems, runtime vs baked generation. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.

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

Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.

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

Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.

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

Object pooling patterns for Unity to reduce GC allocations and improve performance.

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

FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.

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

Unity ScriptableObject patterns for data management, configuration, and runtime systems.

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

Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITY_IOS, #if UNITY_ANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity 3D math correctness patterns. Catches common mistakes with coordinate spaces, Quaternion, Vector3, Plane, Bounds, Transform hierarchies, raycasting projection, and floating-point precision. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS documentation.

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

Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity 6 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers 3D sound, mixer groups, snapshots, and audio import settings. Based on Unity 6.3 LTS documentation.

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

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.

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

Unity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions. Covers SerializedObject/SerializedProperty pattern, AssetDatabase, and editor-only code with #if UNITY_EDITOR. Based on Unity 6.3 LTS documentation.

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

Unity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure. Covers the entity-component architecture, object hierarchy, tags, layers, and project conventions. Based on Unity 6.3 LTS documentation.

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

Unity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

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

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.

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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