Defines explicit grouping, loading, update, and fallback rules for Unity Addressables to replace ad hoc content loading. Useful when managing downloadable content, memory, and patching.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:unity-addressablesThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use Addressables with explicit grouping, loading, update, and fallback rules instead of ad hoc content loading.
Use Addressables with explicit grouping, loading, update, and fallback rules instead of ad hoc content loading.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeUnity 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.
Organize Unity project paths so code, content, tests, editor tooling, and build assets stay discoverable and maintainable.
Builds high-performance Unity games with optimized C# scripts, modern rendering pipelines (URP/HDRP), and cross-platform deployment. Covers DOTS, Burst Compiler, profiling, and asset management.