Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
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Synchronize and compile FMOD Studio banks into StreamingAssets
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
This skill covers the FMOD Studio audio system (KernAudio), binary banks, and
CLI compilation.
The editor script FmodBankBuilder.cs compiles KernAudio/KernAudio.fspro
into .bank binaries:
/Applications/FMOD Studio.app/Contents/MacOS/fmodstudioclC:\Program Files (x86)\FMOD SoundSystem\FMOD Studio\fmodstudiocl.exeCompiler invocation:
"/Applications/FMOD Studio.app/Contents/MacOS/fmodstudiocl" build "/path/to/KernAudio/KernAudio.fspro"
Compiled banks must be copied to Assets/StreamingAssets/Audio/:
Master.bank — top-level output buses and limitersMaster.strings.bank — FMOD event GUID and name tableSFX.bank — spatial 3D sounds, ambience, and UI effectsWhen calling AudioSystem.cs:
AudioSystem.Instance.ResetBackend().SFXDefault, UIDefault, MusicDefault.还没有评价。欢迎分享你的使用感受。
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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.
中文简介正在准备中。当前显示原文说明。
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.
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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.
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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.
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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.
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Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay.
中文简介正在准备中。当前显示原文说明。