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SKILL verified MIT Self-run

Uw Code Review

skill-devdavv-unity-ai-workflow-uw-code-review · by devdavv

Pre-commit code quality review for Unity C# code. Checks against Rules, CODING_STANDARDS.md, NAMING_CONVENTIONS.md, and GDD Gherkin test coverage. Use when code has been written and tests are passing but before committing. Runs automatically at Step 8.5 of /uw-cmd-implement-feature. Triggers on "review this code", "check my implementation", "pre-commit review", "code review", "check before commit…

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Install

$ agentstack add skill-devdavv-unity-ai-workflow-uw-code-review

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
4mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
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About

Code Review

Pre-commit quality gate. Read the target files, then run this checklist. Output one structured report per review. Fix all issues before committing.

Before You Start

  1. Read docs/CODING_STANDARDS.md for formatting, class structure, serialization, null safety, and async rules.
  2. Read docs/NAMING_CONVENTIONS.md for naming rules (private fields, properties, files, asmdefs).
  3. Read docs/GDD.md for Gherkin scenarios — every scenario should have a corresponding test.
  4. Read the files being reviewed in full before assessing.

Checklist

1. Rules Compliance

  • [ ] All Inspector fields use [SerializeField] private — no public fields on MonoBehaviours
  • [ ] All component references cached in Awake() or Start() — never in Update/FixedUpdate/LateUpdate
  • [ ] GameDebug used instead of Debug.Log / Debug.LogError / Debug.LogWarning
  • [ ] New Input System only — no Input.GetKey* / Input.GetAxis*
  • [ ] TryGetComponent() preferred over GetComponent() where component may be absent
  • [ ] No Unity API calls from background threads
  • [ ] No .meta file modifications

2. Naming Conventions

  • [ ] Private fields: _camelCase
  • [ ] Public properties & methods: PascalCase
  • [ ] Parameters & local variables: camelCase
  • [ ] Booleans: is/has/can/should prefix (e.g. _isGrounded, CanJump)
  • [ ] Events: On prefix (e.g. OnDeath)
  • [ ] Static fields: s_camelCase
  • [ ] Class name matches file name

3. Code Quality

  • [ ] No magic numbers or hardcoded strings — use constants, ScriptableObjects, or serialized fields
  • [ ] No FindObjectOfType() or GameObject.Find() (except in editor-only code)
  • [ ] No cross-assembly references that violate the TDD's asmdef dependency graph
  • [ ] K&R braces (opening brace on same line)
  • [ ] 4-space indentation (no tabs)

4. Performance

  • [ ] No new allocations inside Update/FixedUpdate/LateUpdate (no GC pressure in hot paths)
  • [ ] Particles are pooled or have Stop Action set to Destroy with pool backing
  • [ ] DOTween/PrimeTween tweens are killed in OnDestroy or OnDisable
  • [ ] No string concatenation in hot paths — use GameDebug with conditional compilation

5. Test Coverage

  • [ ] Every GDD Gherkin Given/When/Then scenario for this feature has a corresponding NUnit test
  • [ ] EditMode tests for pure logic; PlayMode tests for MonoBehaviour lifecycle
  • [ ] All tests currently passing

6. Game Feel

  • [ ] If "later" was chosen in /uw-cmd-implement-feature Step 3: // TODO(gamefeel): [feature] — pending comment exists in the main script
  • [ ] If "later" was chosen: a pending row exists in docs/GFD.md Feedback Matrix
  • [ ] If "now" was chosen: Rule of Three satisfied (visual + audio + kinesthetic minimum)

Output Format

## Code Review — {FeatureName}

### Rules          [Pass | Issues]
### Naming         [Pass | Issues]
### Code Quality   [Pass | Issues]
### Performance    [Pass | Issues]
### Test Coverage  [X/Y scenarios | Missing]
### Game Feel      [Integrated | TODO filed | Missing]

Issues to fix before commit:
- [list each issue with file and line, or "None"]

Do not commit until Issues to fix is "None".

After Review

  • Fix issues: Address all flagged items, then re-run this review.
  • Debug failures: Use uw-unity-debugging for systematic diagnosis of any issues found.
  • Missing tests: Use uw-unity-test-runner to generate tests for uncovered Gherkin scenarios.
  • Missing game feel: Use uw-game-feel-integrator if Rule of Three is not satisfied and "now" was chosen.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.