assembly-definitions
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.
$ npx -y skills add XeldarAlz/everything-claude-unity --skill commit-trailers --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/commit-trailersContext preview
The summary Claude sees to decide when to auto-load this skill.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.
name: commit-trailers description: "Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history." alwaysApply: true
When creating git commit messages, append structured trailers that capture decision context. This metadata makes architectural decisions searchable in git history and helps future developers understand why changes were made the way they were.
**Scope-risk:** — How much of the project does this change affect?
**Constraint:** — Architectural constraints that were respected during this change. Reference the rule or convention by name.
**Rejected:** — Alternatives that were considered and rejected, with brief reason. Helps future developers avoid re-exploring dead ends.
**Not-tested:** — Known gaps in test coverage or scenarios that weren't verified. Use `none` if everything is covered.
Add object pooling for projectiles Replaces Instantiate/Destroy cycle with a pre-warmed pool of 32. Pool size is configurable via SerializeField on SpawnSystem. Scope-risk: low Constraint: no-alloc-in-update — pool grows only in Awake Rejected: addressables-pool — overkill for single prefab type Not-tested: pool exhaustion when max size exceeded during boss fight
Fix enemy health not resetting on respawn EnemyModel.Health was not reset in ObjectPool.OnGet callback. Added explicit reset in EnemySystem.OnSpawn(). Scope-risk: low Not-tested: none
Migrate score tracking from static class to VContainer ScoreManager was a static singleton — replaced with ScoreSystem registered in GameLifetimeScope. All 4 consumers updated to use constructor injection. Scope-risk: high Constraint: no-singletons — VContainer is the only DI mechanism Rejected: SO-based-score-channel — adds complexity for simple int tracking Not-tested: score persistence across scene transitions
Rename _speed to _moveSpeed on PlayerView Added FormerlySerializedAs to preserve prefab overrides. All 3 prefab variants verified in inspector. Scope-risk: medium Constraint: formerly-serialized-as — mandatory on all serialized field renames
The ultimate Claude Code toolkit for Unity game development. A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Ambiguity gating — detects vague feature requests and forces structured requirements gathering with scoring across scope, platform, performance, integration,…
Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or…
Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.