Use when developing games with Unity engine.
Scanned 9/10/2026
Install to Claude Code
npx -y skills add LoopyLuci/Skills --skill unity-development-patterns --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Unity Development Patterns?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/loopyluci-unity-development-patterns)More formats (shields.io, HTML) on the badges page.
---
name: unity-development-patterns
description: "Use when developing games with Unity engine."
version: 1.0.0
author: Hermes Agent
license: MIT
metadata:
hermes:
tags: [Unity, C#, game-development, ECS, DOTS, MonoBehavior, shaders]
related_skills: [game-development-patterns, unreal-engine-basics, godot-game-engine, webxr-ar-vr-development]
---
# Unity Development Patterns
Building games and applications with Unity — from MonoBehavior architecture and ECS/DOTS through asset management, physics, lighting, and build optimization.
## When to Use
- Building 2D/3D games with Unity
- Implementing Unity ECS (DOTS) for performance
- Managing assets, scenes, and builds
- Optimizing Unity project performance
## Unity Architecture
```csharp
// MonoBehavior component pattern
public class PlayerController : MonoBehavior
{
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private Rigidbody rb;
void Awake() => rb ??= GetComponent<Rigidbody>();
void FixedUpdate() => HandleMovement();
void OnCollisionEnter(Collision other) => HandleCollision(other);
private void HandleMovement()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
rb.AddForce(new Vector3(h, 0, v) * moveSpeed);
}
}
// DOTS ECS pattern
public struct VelocityComponent : IComponentData { public float3 Value; }
public partial struct MovementSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
foreach (var (vel, trans) in
SystemAPI.Query<RefRW<VelocityComponent>, RefRW<LocalTransform>>())
{
trans.ValueRW.Position += vel.ValueRO.Value * SystemAPI.Time.DeltaTime;
}
}
}
```
## Verification Checklist
- [ ] Project structure organized (Scenes, Scripts, Prefabs, Assets)
- [ ] MonoBehavior components follow single responsibility
- [ ] Physics layers and collision matrix configured
- [ ] Build settings per platform (standalone, mobile, WebGL)
- [ ] Performance profiling (frame debugger, profiler, memory)
- [ ] Asset bundle/addressable strategy for content management
- [ ] DOTS/ECS considered for CPU-intensive systems
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!