IceMasterT
User31 Claude Code Skills for Unity 6.3 LTS, grounded in Unity's official offline documentation
Categories
Indexed Skills (30)
unity-2d-physics-lowlevel
Use when working with Unity's new low-level 2D physics API (Box2D-based rewrite) directly, as distinct from the classic Rigidbody2D/Collider2D component workflow. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-2d-tooling
Use when building 2D Unity content beyond physics — Sprite Atlas, 2D Animation (bone rigging), or Tilemap. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-accessibility
Use when implementing accessibility features in a Unity project — screen reader support, the Accessibility Hierarchy, or related APIs. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-addressables-assets
Use when managing Unity asset loading/memory — the Addressables system, asset references, or legacy AssetBundles. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-ai-navigation
Use when implementing Unity NPC pathfinding or navigation — NavMesh baking, NavMeshAgent, NavMeshObstacle, NavMeshSurface, or off-mesh links. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-animation-cinematics
Use when working with Unity's Animator Controller, Timeline, Animation Rigging, or Cinemachine cameras. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-audio
Use when implementing audio in Unity — AudioSource/AudioMixer setup, spatial audio, or mixer snapshots. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-build-deploy
Use when configuring or troubleshooting a Unity build — Build Settings, per-platform Player Settings, IL2CPP vs Mono, or CI batch-mode builds. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-editor-scripting-extras
Use when automating Unity Editor/tooling workflows beyond custom Inspectors — ScriptedImporter custom asset importers, the PackageManager Client scripting API, or CompilationPipeline/scripting define symbols. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-editor-tooling
Use when building custom Unity Editor extensions — custom Inspectors, PropertyDrawers, EditorWindow tools, Gizmos, menu items, or AssetPostprocessors. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-input-system
Use when handling player input in Unity via the Input System package — Action Maps, PlayerInput, control schemes, or device switching. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-networking-multiplayer
Use when implementing Unity multiplayer — Netcode for GameObjects, Relay/Lobby services, or NetworkBehaviour/client-server patterns. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-performance-profiling
Use when diagnosing or optimizing Unity performance — Profiler/Frame Debugger/Memory Profiler usage, GC allocation spikes, or Jobs/Burst/DOTS-ECS. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-physics
Use when working with Unity's physics system — Rigidbody/Collider setup, CharacterController, raycasting, layers and the collision matrix, or choosing between 3D and 2D physics. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-playables-api
Use when working with Unity's low-level Playables API directly — PlayableGraph, PlayableOutput, custom PlayableBehaviours, or blending/mixing playables outside the Timeline/Animator workflow layer. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-procedural-mesh
Use when generating or modifying mesh geometry from code — the Mesh class, vertex/triangle/UV buffers, or the Mesh.MeshData advanced mesh API. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-project-structure
Use when setting up a new Unity project's folder layout, configuring Assembly Definitions, managing packages via manifest.json, or setting up version control (.gitignore, meta files, Git LFS) for a Unity repo. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-render-pipeline-scripting
Use when writing low-level rendering code — CommandBuffer, ScriptableRenderPass/Renderer Features, RenderPipelineManager callbacks, or compute shaders/ComputeBuffer/GraphicsBuffer. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-rendering-pipelines
Use when choosing or configuring a Unity render pipeline (Built-in, URP, HDRP), authoring Shader Graph shaders, setting up materials/lighting, or configuring post-processing Volumes. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-scripting-fundamentals
Use when writing or reviewing Unity C# scripts — MonoBehaviour lifecycle methods, ScriptableObjects, coroutines, events/delegates, serialization, or custom attributes. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-services
Use when integrating Unity Gaming Services — Cloud Save, Cloud Code, Economy, Remote Config, Analytics, Authentication, In-App Purchasing, Ads, Vivox, or Cloud Build/DevOps. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-shaders-hlsl
Use when hand-authoring Unity shaders in HLSL/ShaderLab rather than Shader Graph — writing .shader files, custom lighting models, or shader passes/variants. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-testing
Use when writing automated tests for Unity code — the Unity Test Framework, Edit Mode vs Play Mode tests, or the Test Runner. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-text-tmp
Use when displaying or styling text in Unity — TextMeshPro (TMP_Text/TMP_FontAsset), rich text tags, or TextCore font rendering. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-ui-toolkit-runtime
Use when writing C# code against UI Toolkit's runtime API — building custom VisualElement controls, manipulators, data binding, or querying/mutating the UI Toolkit element tree from script. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-ui
Use when building Unity UI — deciding between UI Toolkit (UXML/USS) and uGUI (Canvas/RectTransform), or implementing either. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-vfx-particles
Use when creating particle/visual effects in Unity — choosing between the Shuriken Particle System and VFX Graph. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-video-playback
Use when playing back or streaming video in Unity — VideoPlayer, VideoClip, or render-target/audio-output configuration for video. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-world-building
Use when authoring Unity environments — the Terrain system, ProBuilder level geometry, or other world-building tools. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
unity-xr
Use when building Unity VR/AR experiences — the XR Interaction Toolkit or AR Foundation. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.