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Claude Skills by TheArcForge
github.com/TheArcForge33 skills3 installs66 views
- Animation WorkflowUse when setting up animation in the Unity Editor using MCP tools — creating AnimatorControllers, configuring states and transitions, assigning clips, and editing clip import settings.Votes: 0GitHub stars: 51
- Component DesignUse when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.Votes: 0GitHub stars: 51
- Data ModelingUse when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.Votes: 0GitHub stars: 51
- Prefab ArchitectureUse when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.Votes: 0GitHub stars: 51
- Prefab WorkflowUse when creating or editing prefabs in the Unity Editor using MCP tools — saving prefabs, editing prefab contents, creating variants, and applying overrides.Votes: 0GitHub stars: 51
- Scene ArchitectureUse when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.Votes: 0GitHub stars: 51
- Scene AuthoringUse when building scenes in the Unity Editor using MCP tools — creating GameObjects, setting up hierarchies, configuring components, applying materials, and lighting.Votes: 0GitHub stars: 51
- Unity ArchitectUse when making Unity architecture decisions — system design, scope analysis, feature planning. Covers prefab strategy, scene structure, component design, data modeling, and performance considerations.Votes: 0GitHub stars: 51
- Unity PerformanceUse when you need detailed performance analysis — CPU/GPU/RAM cost models, optimization patterns, platform budgets, pooling, batching, and profiling strategies.Votes: 0GitHub stars: 51
- Unity ReviewerUse after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.Votes: 0GitHub stars: 51
- Unity WorkflowUse when designing or building Unity features and superpowers:brainstorming is NOT available. Provides a Unity-specific research, design, implement, verify workflow for non-trivial tasks.Votes: 0GitHub stars: 51
- Unity TestingUse when writing or structuring tests — EditMode vs PlayMode test decisions, test architecture, what to test in Unity, mocking strategies, and CI integration for Unity tests.Votes: 0GitHub stars: 28
- Animation WorkflowUse when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.Votes: 0GitHub stars: 28
- Component DesignUse when designing MonoBehaviour structure — splitting responsibilities, inter-component communication patterns, component composition, execution order, and lifecycle management.Votes: 0GitHub stars: 28
- Data ModelingUse when modeling game data — ScriptableObject patterns, runtime state management, serialization strategies, config vs instance data, and save/load architecture.Votes: 0GitHub stars: 28
- Prefab ArchitectureUse when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.Votes: 0GitHub stars: 28
- Prefab WorkflowUse when creating, editing, or instantiating prefabs — prefab creation workflows, editing in prefab mode vs in-scene, applying overrides, and nesting strategies.Votes: 0GitHub stars: 28
- Scene ArchitectureUse when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.Votes: 0GitHub stars: 28
- Scene AuthoringUse when building or modifying Unity scenes — creating GameObjects, setting up hierarchies, configuring components, and organizing scene structure. Guides efficient scene construction workflows.Votes: 0GitHub stars: 28
- Unity AddressablesUse when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.Votes: 0GitHub stars: 28
- Unity Ai BehaviorUse when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.Votes: 0GitHub stars: 28
- Unity ArchitectUse when making Unity architecture decisions — system design, scope analysis, feature planning. Covers component strategy, scene structure, data modeling, prefab architecture, and performance. Routes to specialized sub-skills for deep dives.Votes: 0GitHub stars: 28
- Unity AudioUse when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.Votes: 0GitHub stars: 28
- Unity EcsUse when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.Votes: 0GitHub stars: 28
- Unity InputUse when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.Votes: 0GitHub stars: 28
- Unity NetworkingUse when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.Votes: 0GitHub stars: 28
- Unity PerformanceUse when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.Votes: 0GitHub stars: 28
- Unity ReviewerUse when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.Votes: 0GitHub stars: 28
- Unity Shaders HdrpUse when working with HDRP rendering — HDRP-specific material setup, custom passes, volume overrides, ray tracing considerations, and HDRP shader patterns.Votes: 0GitHub stars: 28
- Unity Shaders UrpUse when working with URP rendering — Shader Graph patterns, custom render features, URP-specific post-processing, material setup, and URP shader optimization.Votes: 0GitHub stars: 28
- Unity UiUse when building user interfaces — UI Toolkit vs uGUI decisions, layout strategies, dialog systems, responsive UI, data binding, and HUD architecture.Votes: 0GitHub stars: 28
- Unity VfxUse when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.Votes: 0GitHub stars: 28
- Unity WorkflowUse when designing or building Unity features and a structured workflow is needed. Provides a research-design-implement-verify process that leverages Hades Graph and memory for project-aware development.Votes: 0GitHub stars: 28