From lumina
Add a reusable gameplay system to the current game — player controller, pickup/collectible, simple enemy AI, basic UI/HUD, or game manager. Provides engine-agnostic intent that maps to Unity C# now (Unreal in v1). Use when the user wants to add a mechanic or system.
How this skill is triggered — by the user, by Claude, or both
Slash command
/lumina:gameplay-systemThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Add proven, reusable gameplay systems instead of writing each one from scratch. You describe the
Add proven, reusable gameplay systems instead of writing each one from scratch. You describe the
intent (engine-agnostic); this skill maps it to the target engine. For Unity, see
reference.md for ready-to-adapt C# patterns. For Unreal (v1), a parallel
reference.unreal.md will hold the C++/Blueprint mapping.
Requested system: $ARGUMENTS
| Intent | What it provides |
|---|---|
player-controller-3d | WASD/stick movement + jump on a CharacterController/Rigidbody capsule |
player-controller-2d | Horizontal move + jump for a 2D Rigidbody |
pickup | Trigger-based collectible that raises score and despawns + plays a sound |
score-ui | Canvas HUD showing score / a target count, updated via events |
enemy-patrol | Simple waypoint/seek AI that damages the player on contact |
game-manager | Tracks win/lose state, spawn points, restart |
reference.md. Adjust names, speeds,
layers, and references to fit the actual scene — do not paste blindly.Assets/Scripts/ via Write/Edit.build-verify); after
wiring, let it compile and playtest.ScoreChanged event the UI
listens to) so they compose without tight coupling.npx claudepluginhub tapascodespace/claude-plugin --plugin luminaGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.