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Found 999 Skills
Manages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances.
Creates an opportunity solution tree mapping desired outcomes to opportunities and potential solutions. Use for outcome-driven product discovery, prioritization, or communicating product strategy.
Sets up and configures Unity Localization, including locales, String/Asset Tables, CJK font support, and Addressables workflows. Use when the user wants to add languages to a project, translate UI text, support Asian (CJK) languages with TMP fonts, or mentions i18n, l10n, multilingual support, or making a game support multiple languages.
Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.
Unity lighting control. Use when users want to create or configure lights (Directional, Point, Spot, Area). Triggers: light, lighting, directional light, point light, spot light, shadows, intensity, 灯光, 光照, 阴影.
Unity uGUI (Canvas-based) UI expert. Understands, edits, and generates Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or .prefab UI files.
Community engagement coordinator: analyzes repo health, consults strategy, delegates to announcer/debater/triager
AE community analysis and data reporting for posts, comments, topics, livestreams, customer-service chats, WeCom after-sales groups, and in-game chat. Use for community content insight, sentiment, intent, evidence drill-down, community data ingestion/import/submission, and WeCom chat data integration (社区数据上报、导入、提交社区数据、企微聊天数据接入).
Tagging schema for classifying community signals by persona, journey, and business impact.
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
Writes a developer community's code of conduct and the moderation playbook behind it - scope, enforcement ladder, reporting channels, incident-response runbook, moderator roster, platform controls. Use whenever the user mentions a code of conduct, CODE_OF_CONDUCT.md, community moderation, moderator recruitment, an escalation ladder, banning or suspending a member, harassment, trolls, brigading, spam or AI-slop floods, or a conduct report they need to handle - including vaguer phrasings like "our Discord is getting out of hand", "we need community rules", or "someone reported a maintainer". Covers company-run and volunteer open-source communities. Do NOT use to pick the platform - use samber/developer-relations-skills@developer-community-launch.
Enforces TheOne Studio Unity development standards including C# coding patterns, Unity architecture (VContainer/SignalBus and TheOne.DI/Publisher), and code review guidelines. Triggers when writing, reviewing, or refactoring Unity C# code, implementing features, setting up dependency injection, working with events, or reviewing code changes.