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XeldarAlz avatar

Claude Skills by XeldarAlz

github.com/XeldarAlz
25 skillsA× 250 installs77 views
Assembly DefinitionsA

Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.

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Commit TrailersA

Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.

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Deep InterviewA

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.

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Event SystemsA

Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.

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Hud StatuslineA

Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.

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LearnerA

Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.

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Model RoutingA

Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.

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Object PoolingA

Object pooling patterns — Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.

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Scriptable ObjectsA

ScriptableObject architecture patterns — event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.

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Serialization SafetyA

Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.

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Unity InstinctsA

How the atomic instinct learning system works — observations, distillation, confidence scoring, project vs global scope, and promotion/evolution workflows.

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Unity Mcp PatternsA

How to use unity-mcp tools effectively — batch_execute for speed, read_console for verification, resource queries for project state, tool organization patterns.

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Character ControllerA

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.

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Dialogue SystemA

Dialogue tree patterns — ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.

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Inventory SystemA

Inventory, equipment, and crafting patterns — ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.

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Procedural GenerationA

Procedural generation patterns — Perlin/Simplex noise, BSP dungeon generation, random walk, loot tables with weighted random, wave function collapse basics, seed-based reproducibility.

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Save SystemA

Save/load patterns — ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.

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State MachineA

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.

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Endless RunnerA

Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.

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Hyper CasualA

Hyper-casual mobile game architecture — one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.

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Idle ClickerA

Idle/clicker game architecture — big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.

data-aigo
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Match3A

Match-3 puzzle game architecture — grid system, tile matching, cascade/gravity, special tiles, combo chains, level objectives, lives/energy system.

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Platformer 2dA

2D platformer architecture — tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.

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PuzzleA

Mobile puzzle game architecture — grid/board logic, undo system, hint system, level packs, star ratings, touch drag-and-drop, tutorial overlays.

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RpgA

RPG game architecture — stat system (base + modifiers), level/XP, skill trees, quest system, NPC interaction, turn-based and real-time combat patterns.

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