Comprehensive Unity 6 game engine development skills. 35 skills covering scripting, physics, graphics, animation, UI, audio, 2D, ECS/DOTS, Cinemachine, performance profiling, multiplayer, XR, editor tools, 5 Tier 1 correctness skills, 5 Tier 2 architecture skills, and 5 Tier 3 domain translation skills (game loop, NPC behavior, UI patterns, level design, procedural generation). Based on Unity 6.3 LTS official documentation.
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.
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.
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.
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.
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.
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A comprehensive Claude Code plugin providing 35 skills covering the entire Unity Game Engine documentation. Based on Unity 6.3 LTS (6000.3) official documentation.
95 files | 44,500+ lines of actionable Unity development guidance, patterns, and API references.
# If this plugin is listed in a marketplace you've added:
/plugin install unity
# Clone the repo
git clone https://github.com/Nice-Wolf-Studio/unity-claude-skills.git
# Run Claude Code with the plugin loaded
claude --plugin-dir ./unity-claude-skills
/help # Should show all unity:* skills
/context # Check skills are within context budget
All skills auto-invoke when Claude detects relevant Unity work. You can also invoke them directly with /unity:<skill-name>.
| Skill | Scope | Files | Lines |
|---|---|---|---|
unity-foundations | GameObjects, Components, Transforms, Prefabs, Scenes, ScriptableObjects | 4 | 1,536 |
unity-scripting | MonoBehaviour lifecycle, coroutines, async/await, events, core APIs | 4 | 1,543 |
| Skill | Scope | Files | Lines |
|---|---|---|---|
unity-physics | Rigidbody, colliders, raycasting, joints, CharacterController, 2D physics | 4 | 1,630 |
unity-graphics | URP, HDRP, Shader Graph, materials, cameras, Render Graph | 5 | 1,415 |
unity-animation | Animator, state machines, blend trees, Timeline | 4 | 1,645 |
unity-cinemachine | CinemachineCamera, blending, FreeLook, impulse, state-driven cameras | 2 | 739 |
unity-ui | UI Toolkit, USS/UXML, data binding, TextMeshPro, uGUI, Canvas | 5 | 2,330 |
unity-audio | AudioSource, Audio Mixer, spatial audio, import settings | 2 | 970 |
unity-2d | Sprites, tilemaps, 2D physics, 2D lighting, sorting | 3 | 1,257 |
unity-lighting-vfx | Lighting modes, probes, APV, Particle System, VFX Graph | 4 | 1,915 |
unity-input | New Input System, actions, gamepad, touch, rebinding | 2 | 1,130 |
unity-multiplayer | Netcode for GameObjects, RPCs, NetworkVariables, Relay, Lobby | 3 | 1,583 |
unity-ai-navigation | NavMesh, pathfinding, NavMeshAgent, Sentis ML inference | 3 | 1,184 |
unity-xr | XR Interaction Toolkit, OpenXR, AR Foundation, hand tracking | 2 | 760 |
unity-ecs-dots | Entities, ISystem, Jobs, Burst Compiler, baking, SubScene | 3 | 1,025 |
unity-performance | Profiler, Memory Profiler, Frame Debugger, optimization patterns | 3 | 989 |
unity-editor-tools | Custom inspectors, EditorWindow, PropertyDrawer, Gizmos | 4 | 1,479 |
unity-platforms | Build profiles, platform defines, mobile optimization, IL2CPP | 3 | 918 |
unity-testing | Unity Test Framework, Edit/Play Mode tests, CI/CD | 2 | 1,096 |
unity-packages-services | Package Manager, Unity Gaming Services, 133 packages list | 2 | 709 |
These skills use a PATTERN format (WHEN/WRONG/RIGHT/GOTCHA) to catch Claude's most common mistakes -- wrong code that compiles and looks correct.
| Skill | Scope | Files | Lines |
|---|---|---|---|
unity-3d-math | Coordinate spaces, quaternions, Plane/Bounds, Camera projection, float precision | 2 | ~700 |
unity-physics-queries | Query type selection, NonAlloc, hit ordering, layer masks, trigger interaction | 2 | ~600 |
unity-lifecycle | Fake-null, Destroy deferral, editor vs runtime init, execution order, async destruction | 2 | ~600 |
unity-input-correctness | Action reading, rebinding persistence, multiplayer devices, control schemes | 2 | ~550 |
unity-async-patterns | Awaitable double-await, cancellation tokens, coroutine errors, Addressables | 2 | ~600 |
These skills use a DECISION format (WHEN/DECISION→Options/SCAFFOLD/GOTCHA) for architecture choices with genuine tradeoffs -- not one right answer, but the right answer for your context.
| Skill | Scope | Files | Lines |
|---|---|---|---|
unity-game-architecture | Service Locator vs DI, MonoBehaviour vs plain C#, event architecture, bootstrap | 2 | ~800 |
unity-state-machines | FSM, HFSM, Behavior Trees, stack machines, enum vs IState, testing | 2 | ~850 |
unity-data-driven | SO vs JSON config, data pipelines, designer handoff, versioning/migration | 2 | ~750 |
unity-save-system | Serialization formats, save architecture, PlayerPrefs, versioning, auto-save | 2 | ~850 |
unity-scene-assets | Additive scenes, Addressables, AssetReference, loading screens, asset lifecycle | 2 | ~750 |
These skills use a DESIGN INTENT format (DESIGN INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK) bridging designer vision to code architecture -- translating what the game SHOULD feel like into how it SHOULD be built.
npx claudepluginhub cdata/aria-skills --plugin unityComplete Unity game development expertise. Covers C# scripting, MonoBehaviour lifecycle, UI systems (UGUI, UI Toolkit), physics, animation, networking (Netcode, Mirror, Photon), modding support, ECS/DOTS, shader development (ShaderLab, HLSL, Shader Graph), editor scripting, performance optimization, build pipelines, and Unity Gaming Services integration.
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