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.
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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.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
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.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity state and behavior system architecture. FSM, Hierarchical FSM, Behavior Trees, stack-based state machines, Animator-vs-code decisions, state machine testing. 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-studio☆ 222026年7月8日 更新
Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026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-studio☆ 222026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-studio☆ 222026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-studio☆ 222026年7月8日 更新
Unity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. 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-studio☆ 222026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-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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format: WHEN/WRONG/RIGHT/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-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.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity physics patterns including character controllers, collision handling, and tunneling prevention.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 packages and services guide. Use when working with Package Manager, installing/updating packages, scoped registries, or Unity Gaming Services (Authentication, Cloud Save, Analytics, Leaderboards, Matchmaker). Covers essential packages list and version compatibility. 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-studio☆ 222026年7月8日 更新
Unity NPC behavior design-to-code translation. Perception system architecture, decision layer patterns, action execution pipeline, faction & relationship systems, NPC memory & forgetting, crowd & squad coordination. 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-studio☆ 222026年7月8日 更新
Unity NavMesh pathfinding patterns, safety checks, and performance optimization.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. 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-studio☆ 222026年7月8日 更新
Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. 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-studio☆ 222026年7月8日 更新
用于创建带 draw.io / diagrams.net 源文件的可编辑技术图,包括架构图、ERD、UML、序列图、流程图、ML 模型图、官方形状检索、品牌符号、Graphviz 自动布局、代码结构图、.drawio 校验或 draw.io CLI 导出兜底。不要用于普通位图生成、手绘草图、交互式 Canvas/Three.js 场景或装饰性 SVG 动画;中文触发词包括 draw.io、diagrams.net、可编辑架构图、.drawio、ER 图、UML、序列图、自动布局、形状检索、代码结构图。
中文简介正在准备中。当前显示原文说明。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when creating editable technical diagrams with draw.io / diagrams.net sources, including architecture diagrams, ERD, UML, sequence diagrams, flowcharts, ML model diagrams, official shape lookup, brand symbols, Graphviz auto-layout, codebase structure maps, .drawio validation, or draw.io CLI export fallback. Do not use for ordinary raster image generation, freehand sketches, interactive canvas/Three.js scenes, or decorative SVG animation. Chinese triggers include draw.io, diagrams.net, editable architecture diagrams, .drawio, ER diagrams, UML, sequence diagrams, auto layout, shape retrieval, code structure diagrams.
中文简介正在准备中。当前显示原文说明。
bovinphang/frontend-craft☆ 222026年9月26日 更新