assembly-definitions
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.
$ npx -y skills add XeldarAlz/everything-claude-unity --skill learner --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/learnerContext preview
The summary Claude sees to decide when to auto-load this skill.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior.
name: learner description: "Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or discovering surprising behavior." alwaysApply: false
After resolving a non-trivial bug or discovering surprising behavior, use this skill to extract and preserve the learning. Not every fix is worth saving — apply the quality gates strictly.
Consider extraction when:
ALL three gates must pass. If any fails, do not save the learning.
Could someone find this answer with a 5-minute web search?
Is this specific to THIS project's architecture, conventions, or quirks?
Did this take actual debugging effort to discover?
Categorize each learning as one of:
**Expertise** — Domain knowledge about WHY something works a certain way. > "The damage formula in CombatSystem uses a lookup table because the designer wanted non-linear scaling curves that couldn't be expressed as a simple formula."
**Workflow** — Procedural knowledge about HOW to do something in this project. > "To add a new enemy type: 1) Create SO in Assets/Data/Enemies from EnemyDefinition template, 2) Add entry to EnemyRegistry SO, 3) Create prefab variant from EnemyBase prefab, 4) Register in WaveSystem spawn table."
### [Concise Title] **Type:** expertise | workflow **Context:** [what triggered the discovery — the bug, task, or question] **Learning:** [the non-obvious knowledge, 1-3 sentences] **Files:** [relevant file paths]
Append the learning to the project's `CLAUDE.md` file under a `## Project Learnings` section. If that section does not exist, create it at the end of the file.
Each entry is appended chronologically. Never overwrite or edit previous entries — they form a timeline of discoveries.
Session data is automatically recorded to `.claude/state/learnings.jsonl` by the `auto-learn.sh` hook (strict profile). For pre-v1.3.0 projects, the file may be at `.claude/learnings.jsonl` instead.
Each learning and session is assigned one of five categories. These categories are used by `/unity-learn extract` for pattern analysis.
| Category | Description | Signals | |----------|-------------|---------| | **bug-fix** | Debugging session that resolved a defect | Recent commits contain "fix", "bug", "patch"; session focused on single files | | **performance** | Optimization work | Files named with "pool", "cache", "optim"; profiler skills loaded | | **architecture** | Structural changes to Models, Views, or Systems | Multiple MVS files edited; assembly definition changes | | **workflow** | General feature development (default) | Balanced mix of file types; no dominant pattern | | **integration** | Third-party or cross-system work | Shader files, package manifest edits, plugin code |
When reviewing accumulated learnings (via `/unity-learn extract`), patterns are scored by frequency:
| Level | Threshold | Interpretation | |-------|-----------|----------------| | **High** | 3+ sessions | Well-established project pattern — safe to codify as a skill or rule | | **Medium** | 2 sessions | Emerging pattern — worth noting, may need one more data point | | **Low** | 1 session | Single observation — keep for context but don't act on yet |
High-confidence patterns are candidates for `/unity-learn draft-skill` or `/unity-skillify <topic>` to generate new skills automatically. The `/unity-skillify` command provides a more complete workflow with cross-referencing against existing skills, automatic category detection, and optional `--install` flag for direct placement.
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.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps…
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.
Heuristics for choosing the right model tier (haiku/sonnet/opus) when delegating to agents. Loaded by orchestrating commands to inform agent selection.