
Claude Skills by XeldarAlz
github.com/XeldarAlzAssembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.
Ambiguity gating — detects vague feature requests and forces structured requirements gathering with scoring across scope, platform, performance, integration, and acceptance criteria. Prevents wasted cycles on underspecified tasks.
Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.
Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.
Object pooling patterns — Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.
ScriptableObject architecture patterns — event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.
Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.
How the atomic instinct learning system works — observations, distillation, confidence scoring, project vs global scope, and promotion/evolution workflows.
How to use unity-mcp tools effectively — batch_execute for speed, read_console for verification, resource queries for project state, tool organization patterns.
2D and 3D character controller patterns — coyote time, input buffering, variable jump, wall slide/jump, dash, slopes, stairs, camera-relative movement. Load when implementing player movement.
Dialogue tree patterns — ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.
Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.
Procedural generation patterns — Perlin/Simplex noise, BSP dungeon generation, random walk, loot tables with weighted random, wave function collapse basics, seed-based reproducibility.
Save/load patterns — ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.
Generic state machine patterns — IState interface, StateMachine<T>, game state management (menu/gameplay/pause), enemy AI states, hierarchical FSM. Load when implementing state-driven behavior.
Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.
Hyper-casual mobile game architecture — one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.
Idle/clicker game architecture — big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.
Match-3 puzzle game architecture — grid system, tile matching, cascade/gravity, special tiles, combo chains, level objectives, lives/energy system.
2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.
Mobile puzzle game architecture — grid/board logic, undo system, hint system, level packs, star ratings, touch drag-and-drop, tutorial overlays.
RPG game architecture — stat system (base + modifiers), level/XP, skill trees, quest system, NPC interaction, turn-based and real-time combat patterns.