TheArcForge
OrganizationUnity-aware AI infrastructure for Claude Code — a macOS app that serves a knowledge graph of your Unity project over MCP: 32 tools that let your agent know your project, not just grep its files.
Categories
Indexed Skills (44)
animation-workflow
Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.
component-design
Use when designing MonoBehaviour structure — splitting responsibilities, inter-component communication patterns, component composition, execution order, and lifecycle management.
data-modeling
Use when modeling game data — ScriptableObject patterns, runtime state management, serialization strategies, config vs instance data, and save/load architecture.
prefab-architecture
Use when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.
prefab-workflow
Use when creating, editing, or instantiating prefabs — prefab creation workflows, editing in prefab mode vs in-scene, applying overrides, and nesting strategies.
scene-architecture
Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
scene-authoring
Use when building or modifying Unity scenes — creating GameObjects, setting up hierarchies, configuring components, and organizing scene structure. Guides efficient scene construction workflows.
unity-addressables
Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.
unity-ai-behavior
Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.
unity-architect
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers component strategy, scene structure, data modeling, prefab architecture, and performance. Routes to specialized sub-skills for deep dives.
unity-audio
Use when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.
unity-ecs
Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
unity-input
Use when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.
unity-networking
Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.
unity-performance
Use when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.
unity-reviewer
Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.
unity-shaders-hdrp
Use when working with HDRP rendering — HDRP-specific material setup, custom passes, volume overrides, ray tracing considerations, and HDRP shader patterns.
unity-shaders-urp
Use when working with URP rendering — Shader Graph patterns, custom render features, URP-specific post-processing, material setup, and URP shader optimization.
unity-testing
Use when writing or structuring tests — EditMode vs PlayMode test decisions, test architecture, what to test in Unity, mocking strategies, and CI integration for Unity tests.
unity-ui
Use when building user interfaces — UI Toolkit vs uGUI decisions, layout strategies, dialog systems, responsive UI, data binding, and HUD architecture.
unity-vfx
Use when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.
unity-workflow
Use when designing or building Unity features and a structured workflow is needed. Provides a research-design-implement-verify process that leverages Hades Graph and memory for project-aware development.
animation-workflow
Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.
component-design
Use when designing MonoBehaviour structure — splitting responsibilities, inter-component communication patterns, component composition, execution order, and lifecycle management.
data-modeling
Use when modeling game data — ScriptableObject patterns, runtime state management, serialization strategies, config vs instance data, and save/load architecture.
prefab-architecture
Use when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.
prefab-workflow
Use when creating, editing, or instantiating prefabs — prefab creation workflows, editing in prefab mode vs in-scene, applying overrides, and nesting strategies.
scene-architecture
Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
scene-authoring
Use when building or modifying Unity scenes — creating GameObjects, setting up hierarchies, configuring components, and organizing scene structure. Guides efficient scene construction workflows.
unity-addressables
Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.
unity-ai-behavior
Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.
unity-architect
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers component strategy, scene structure, data modeling, prefab architecture, and performance. Routes to specialized sub-skills for deep dives.
unity-audio
Use when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.
unity-ecs
Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
unity-input
Use when implementing input handling — new Input System setup, action maps, multi-device support, input rebinding, local multiplayer input, and input abstraction patterns.
unity-networking
Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.
unity-performance
Use when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.
unity-reviewer
Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.
unity-shaders-hdrp
Use when working with HDRP rendering — HDRP-specific material setup, custom passes, volume overrides, ray tracing considerations, and HDRP shader patterns.
unity-shaders-urp
Use when working with URP rendering — Shader Graph patterns, custom render features, URP-specific post-processing, material setup, and URP shader optimization.
unity-testing
Use when writing or structuring tests — EditMode vs PlayMode test decisions, test architecture, what to test in Unity, mocking strategies, and CI integration for Unity tests.
unity-ui
Use when building user interfaces — UI Toolkit vs uGUI decisions, layout strategies, dialog systems, responsive UI, data binding, and HUD architecture.
unity-vfx
Use when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.
unity-workflow
Use when designing or building Unity features and a structured workflow is needed. Provides a research-design-implement-verify process that leverages Hades Graph and memory for project-aware development.
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.