Loading...
Loading...
Found 9 Skills
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.
Expert in Unity and C# game development with performance optimization patterns
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.
Creating visual effects using particle systems, physics simulation, and post-processing for polished, dynamic game graphics.
Master game engines - Unity, Unreal Engine, Godot. Engine-specific workflows, systems architecture, and production best practices.
Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
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.
Game development expert including DragonRuby, Unity, and game mechanics
Get Unity Hierarchy structure. Use when: inspecting scene structure, exploring GameObjects, checking parent-child relationships, or when user asks about hierarchy. Returns the scene's GameObject tree with components.