unity-dev · git:20261012.62b1a89 · 2026-10-12 · sha256 72f8c71a1242a94d
unity-dev git:20261012.62b1a89A
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--- name: unity-dev description: Use when implementing a Unity C# feature or fix, or when the user requests Unity architecture, implementation, review, or tests. --- # Unity development workflow Use the current host's tools to read files, edit code, run checks, and ask questions. Take the task from the user's request; ask for it if missing. Read companion skills from this package when a phase calls for them. ## Phase 1: discovery First, understand the project and task: 1. **Check for Unity project markers:** - `*.csproj` files - `ProjectSettings/` folder - `Assets/` folder - `*.unity` scene files 2. **Read existing architecture:** - Read `AGENTS.md`, then any applicable `CLAUDE.md` and project documentation - Look at existing code patterns in `Assets/Scripts/` - Identify assembly definitions (`.asmdef` files) 3. **Clarify requirements** if ambiguity changes the implementation, using the current host's question tool or a normal chat question ## Phase 2: architecture Use the [unity-architect](../unity-architect/SKILL.md) skill knowledge to: 1. **Design component hierarchy** - MonoBehaviour structure, interfaces 2. **Create test stubs** - EditMode + PlayMode test cases 3. **Generate Mermaid diagrams** - Class, sequence, state machine 4. **Define contracts** - Interfaces before implementations Present the architecture to the user for approval before implementing. ## Phase 3: implementation Use the [unity-coder](../unity-coder/SKILL.md) skill knowledge to implement: 1. Follow Unity C# coding guidelines precisely 2. Implement against the test stubs created in Phase 2 3. Use the [unity-tests-run](../unity-tests-run/SKILL.md) skill to run tests continuously as you implement 4. Use proper serialization attributes (`[SerializeField]`, `[field:SerializeField]`) ## Phase 4: review Read the review procedure in [the reviewer definition](../../agents/unity-reviewer.md), ignoring its host-specific frontmatter. If the host supports delegation, give a bounded reviewer the task, changed files, project constraints, and that procedure. Otherwise, perform a separate review pass yourself and report that the review was sequential. Check: - MonoBehaviour lifecycle issues - Serialization problems - Performance red flags - Memory leaks (static events, unsubscribed handlers) - Platform compatibility ## Phase 5: testing Use the [unity-tests-write](../unity-tests-write/SKILL.md) skill knowledge to write missing tests, then use the [unity-tests-run](../unity-tests-run/SKILL.md) skill to execute them: 1. Write tests following `unity-tests-write` patterns (EditMode for editor/utilities, PlayMode for runtime behavior) 2. Run EditMode tests 3. Run PlayMode tests 4. Fix any failures before proceeding 5. Generate coverage report for critical paths if requested ## Individual phases You can run individual phases: - "architect only" - Just Phase 2 - "implement only" - Just Phase 3 (requires existing architecture) - "review only" - Just Phase 4 - "test only" - Just Phase 5 ## Invocation Use the host's skill selector, command syntax, or a natural-language request. ``` <invoke unity-dev> Add player health system with damage and healing <invoke unity-dev> Implement object pooling for projectiles <invoke unity-dev> Create save/load system using ScriptableObjects ```