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Found 990 Skills
Use when building reusable Unity game systems, creating UPM packages, or designing ScriptableObject-based modular architecture for gameplay systems like inventory, combat, dialogue, quests, or save/load. Also use when connecting multiple independent Unity packages that need to communicate without direct dependencies.
Add AI navigation in Unity 6: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
Write Unity 6 C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
Set up 3D physics in Unity 6: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Эксперт по community-маркетингу. Используй для построения сообществ, engagement стратегий, community-led growth и модерации.
unity-cli 共通ルール。全スキルの前提条件。
亚马逊反向选品:基于历史商业洞察报告沉淀的指标数据池,按 30+ 项商业维度(市场规模与增长、价格区间与档位份额、竞争密度与头部集中度、人群画像如年龄/性别/收入、评论卖点与痛点等)反向筛选亚马逊赛道与关键词。当用户提到反向选品、指标筛选、细分市场反查、蓝海赛道挖掘、低竞争赛道、新人友好赛道、品牌分散市场、痛点切入、卖点反查、定价档位机会、人群画像选品、Amazon niche reverse search, niche metrics filter, low-competition niche, blue ocean niche, demographic-based selection, pain-point niche, price tier opportunity, sweet spot pricing, brand fragmentation时触发此技能。即使用户未明确说"反向选品",只要其需求是按商业维度筛选符合条件的亚马逊赛道,也应触发此技能。
Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay.
AI-powered scene operations: SQL-like object queries, automatic spatial layout, and reference auto-binding. Use when users want to find objects by property conditions, arrange objects in grid/circle/line, or auto-wire serialized references. Triggers: query, find by property, layout, auto-bind, smart, 查询, 自动布局, 自动绑定.
GameObject component management. Use when users want to add, remove, or configure components like Rigidbody, Collider, AudioSource. Triggers: component, add component, rigidbody, collider, audio source, script, 组件, 添加组件, 刚体, 碰撞体.
Networked gameplay specialist - Masters Netcode for GameObjects, Unity Gaming Services (Relay/Lobby), client-server authority, lag compensation, and state synchronization