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.
npx claudepluginhub cdata/aria-skills --plugin unityUnity 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.
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.
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.
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.
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.
Unity physics query correctness patterns. Catches common mistakes with Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.
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.
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.
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.
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.
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.
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.
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.
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.
Unity UI/UX pattern design-to-code translation. Screen flow architecture, View/ViewModel separation, HUD architecture, feedback & juice systems, dynamic list/grid views, transition & animation contracts. UI Toolkit only. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
Unity 6 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. Based on Unity 6.3 LTS documentation.
Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on Unity 6.3 LTS documentation.
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.
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.
Unity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inference). Covers AI navigation package, runtime NavMesh baking, and common AI patterns like state machines and behavior trees. Based on Unity 6.3 LTS documentation.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A render pipeline performs a series of operations that take the contents of a scene and displays them on a screen. Unity provides three render pipelines:
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Sign in to claimComplete 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.
Unity Development Toolkit - Expert agents for scripting/refactoring/optimization, script templates, and Agent Skills for Unity C# development
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
Skill pack for Unity game development. Provides guidance and tools for building games and interactive 3D applications with the Unity engine.
Claude Code plugin to integrate unity-cli into Unity development workflows
Agentic skills framework for Godot 4.x game development — 45 domain-specific skills for GDScript and C#
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.