adaptive-skills · git:20261002.0cde230 · 2026-10-02 · sha256 d18fff8a9c094b99
adaptive-skills git:20261002.0cde230A
Immutable. This exact content never changes and is served at /api/v1/blob/d18fff8a9c094b99.
--- name: adaptive-skills description: Use when a task may span multiple personal skills and Codex should choose the smallest relevant skill set across Unity, Unity performance, Clean OOP, Firebase backend, JavaScript tooling, game design/UX, tracked task lifecycle, Steam launch, code review, and web/SaaS work. --- # Adaptive Skills Use this skill when the best skill choice is not obvious or the task crosses multiple game-development domains. ## Selection Rules Choose the smallest relevant skill set: - Unity implementation, debugging, refactoring, setup, or tests: use `unity-game-dev`. - Grid dragging and gate exits: use `unity-grid-drag-puzzle`; composable Arrow/Ice and cell restrictions: use `unity-grid-puzzle-effects`. - Inventory-backed targeting and starting boosters: use `unity-transactional-boosters`; timed lives/energy and paid refills: use `unity-life-economy`. - Grid authoring tools, Undo/reload-safe drafts, exact saves and runtime-parity solving: use `unity-grid-level-editor`. These focused mechanic recipes layer under `unity-game-dev` and `unity-cli`; load only the requested mechanics. - Unity profiling, optimization, CPU/GPU/GC bottlenecks, hot paths, UI/physics/ rendering/loading/memory performance, or mobile thermal/battery constraints: use `unity-optimization`. - Unity specialist workflows: use the exact skill from the separately installed official `unity@unity-agent-plugin` when its trigger matches. In Claude Code invoke `/unity:<name>`; in Codex select `unity:<name>`. Examples include `2d-pixel-perfect`, `audio-setup-mixers`, `build-live-game`, `generate-editor-search-query`, `implement-in-app-purchases`, `initialize-ai-navigation`, `levelplay-unity-integration`, `localization`, `manage-sprite-atlas`, `migrate-birp-to-urp`, `new-unity-project`, `optimize-audio`, `optimize-text-mesh-pro`, `optimize-web`, `physics-3d-collision`, `setup-multiplayer-services`, `setup-vivox-voice-chat`, `shader-graph-create-custom-node`, sprite/tilemap skills, `ui` plus its framework skills, `unity-cli`, `unity-package-management`, `urp-postprocessing`, or `validate-urp-render-graph-renderer-feature`. Agent Foundry retains its `unity-cli` operating contract for project identity and authorization. If the official plugin is absent, install it from `Unity-Technologies/unity-agent-plugin` before invoking a specialist skill. - SOLID, Clean Code, naming, dependency boundaries, DI, ServiceLocator, Onity, or testability: use `clean-oop-architecture`. - Firebase Auth, Firestore, Realtime Database, Functions Gen2, Express.js game APIs, App Check, rules, emulators, or Unity request/response clients: use `firebase-game-backend`. - JavaScript/TypeScript tooling, Node scripts, Cloud Functions, dashboards, packages, linting, tests, or browser tooling: use `javascript-game-tools`. - Code or architecture review: use `game-code-review`. - Game design, GDDs, systems, core loops, economy, pacing, UX, or acceptance criteria: use `game-design-studio`. - Steam Coming Soon/store page, wishlist campaign, press/creator CRM, festival planning, Steam Next Fest, announcement posts, or indie launch marketing: use `steam-store-launch`. - Read-only readiness check before Unity Editor work: use `unity-cli`. - Independent investigations, cross-domain deliverables, or several changes needing ownership and handoffs: use `agent-orchestration`. Keep a single bounded task in the current agent; loading the skill does not force fan-out. - Full system GDD authoring: use `design-system`; small tuning/mechanic specs: use `quick-design`; GDD validation: use `design-review`. - Screens, HUD, flows, onboarding, feedback, accessibility: use `ux-design` or `ux-review`. - Game feel, juice, impact feedback, screen shake, hitstop, punch tweens, hit flash, damage numbers, toasts, SFX banks, or CRT screen looks for a menu, HUD, or hit: use `game-feel-polish`. For Liquid UI-style Unity widgets, follow its Unity system and UI Toolkit references; Godot excerpts are source references, not the Unity implementation route. - Tracked task lifecycle: use `create-task`, `implement-task`, `task-status`, `task-bug`, `task-cycle`, `task-done`, or `daily-handoff`; several ready tasks: use `agent-orchestration`. - Web/SaaS work: use the installed web stack (React/Next.js, NestJS/ASP.NET Core, Supabase, shadcn/Radix, Playwright/webapp-testing, security, Vercel/Render deploy) as indexed in the global instructions. This list is a common-route summary, not the authority. The Personal Skill Index in the global `AGENTS.md`/`CLAUDE.md` owns the full domain map: when the task matches an installed skill not listed above, route to that skill instead of declaring that no skill applies. Combine skills only when the request actually spans domains. Do not force a skill when repository instructions and global rules are enough. ## Baseline Defaults - Follow repository-local instructions first. - Apply SOLID, Clean Code, testability, clear English naming, and simple method verbs by default. - Keep Unity MonoBehaviours thin and domain logic testable. - Use an existing ServiceLocator before adding dependencies; otherwise prefer Onity for new Unity DI/reactive/events work. - Add focused unit tests for new or changed expected behavior. - For Firebase game APIs, prefer Functions Gen2 with JavaScript and Express.js routes plus typed Unity request/response DTOs. - For Unity tasks that need extra pattern, performance, UI/widget, testing, handoff, or refactoring context, start from the local PDF-derived index: `optional local reference library (not included; skip if unavailable)`. Search it with `rg` and load only relevant sections.