Unity design pattern selector. Use when users want advice on ScriptableObject, events, state machines, object pools, observer, or other…
パフォーマンス計測ワークフロー。プロファイリング、GC 分析、最適化提案。 Use for: "パフォーマンス", "プロファイル", "FPS", "GC", "最適化", "ボトルネック"
Automates Unity Editor verification workflows including compilation checks, console log analysis, and automated testing.
R3 (Reactive Extensions) library expert specializing in modern reactive programming patterns, event-driven architectures, and Observable…
Automates Unity scene construction and object management workflows through CLI-driven hierarchy manipulation and component configuration.
Analyzes scenes for performance bottlenecks (draw calls, batching, textures, GameObjects).
Validates C# scripts for best practices, performance, and Unity patterns.
Visual effects and material specialist - Masters Unity Shader Graph, HLSL, URP/HDRP rendering pipelines, and custom pass authoring for…
Generates production-ready C# script templates (MonoBehaviour, ScriptableObject, Editor, tests).
Execute and analyze Unity Test Framework tests from the command line.
Unity Test Framework CLI automation and test writing patterns.
Streamlines the creation, inspection, and debugging of Unity UI systems including UI Toolkit and uGUI.
Guides selection between UGUI and UI Toolkit for projects.
Assists with Unity UI Toolkit development - UXML structure, USS styling, C# VisualElement manipulation, data binding, and custom controls.
Designs and implements production-grade game interfaces using Unity's UI Toolkit, USS, and UXML frameworks.
Build and optimize Unity UI with UI Toolkit and UGUI.
UniRx (Reactive Extensions) library expert for legacy Unity projects.
Universal Render Pipeline configuration skill for Unity, including custom shaders, lighting setup, post-processing effects, and render…
Specialized skill for analyzing and editing Unity YAML files (.unity, .prefab, .asset) using the unity-yaml CLI.
Comprehensive setup for a Unity ML-Agents 2D top-down food collection environment, including physics configuration, multi-area parallel…
Designing products and environments that are usable by everyone, to the greatest extent possible, without the need for adaptation or…