Start Unity C# development workflow with architecture, implementation, review, and testing phases
Scanned 9/1/2026
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npx -y skills add DmitriyYukhanov/claude-plugins --skill unity-dev --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unity-dev
description: Start Unity C# development workflow with architecture, implementation, review, and testing phases
argument-hint: "[task description]"
---
# Unity Development Workflow
You are orchestrating a complete Unity C# development workflow. Follow these phases systematically.
## 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:**
- Check for `CLAUDE.md` or project documentation
- Look at existing code patterns in `Assets/Scripts/`
- Identify assembly definitions (`.asmdef` files)
3. **Clarify requirements** if task is ambiguous using AskUserQuestion
## Phase 2: Architecture
Use the `unity-architect` 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` 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` skill to run tests continuously as you implement
4. Use proper serialization attributes (`[SerializeField]`, `[field:SerializeField]`)
## Phase 4: Review
Spawn the `unity-reviewer` agent to perform Unity-specific code review:
- MonoBehaviour lifecycle issues
- Serialization problems
- Performance red flags
- Memory leaks (static events, unsubscribed handlers)
- Platform compatibility
## Phase 5: Testing
Use the `unity-tests-write` skill knowledge to write missing tests, then use the `unity-tests-run` 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
## Workflow Commands
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
## Usage Examples
```
/unity-dev Add player health system with damage and healing
/unity-dev Implement object pooling for projectiles
/unity-dev Create save/load system using ScriptableObjects
```
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