Install
$ agentstack add skill-devdavv-unity-ai-workflow-uw-game-feel-integrator ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
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 →About
Game Feel Integrator
Apply juice to gameplay events using the GFD Feedback Matrix.
Before You Start
- Read
docs/ProjectConfig.yamlfor:
feel_tools.tweening— which tween library ("dotween","primetween", or"none").feel_tools.feedback_system— feedback framework if any.feel_tools.audio— audio middleware.feel_tools.camera— camera system (Cinemachine, custom, etc.).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Read
docs/GFD.mdfor the Feedback Matrix — it defines which events need which feedback channels. - Read
docs/CODING_STANDARDS.mdfor async patterns (Awaitable+CancellationToken) used in middleware-agnostic patterns.
Rule of Three
Every meaningful action needs feedback in at least 3 channels: Visual, Audio, Kinesthetic.
Middleware Reference
- DOTween: See [references/dotween.md](references/dotween.md)
- PrimeTween: See [references/primetween.md](references/primetween.md)
- No middleware: Use
async Awaitablecoroutines - Shader effects as feel: See [references/shaders-as-feel.md](references/shaders-as-feel.md) — outline flash, dissolve, chromatic aberration, UV scroll, distortion
Theory & Inspiration
- Game feel foundations + Loic Jacob methodology: See [references/gamefeel-theory.md](references/gamefeel-theory.md)
Universal Patterns (middleware-agnostic)
Hitstop
private async Awaitable Hitstop(float duration = 0.05f)
{
Time.timeScale = 0f;
await Awaitable.WaitForSecondsAsync(duration);
Time.timeScale = 1f;
}
Shake Profile
[System.Serializable]
public struct ShakeProfile
{
public float duration;
public float magnitude;
public static ShakeProfile Light => new() { duration = 0.1f, magnitude = 0.1f };
public static ShakeProfile Medium => new() { duration = 0.2f, magnitude = 0.3f };
public static ShakeProfile Heavy => new() { duration = 0.35f, magnitude = 0.6f };
}
Object Pooling
Frequently spawned FX (particles, floating text, projectiles) must be pooled to avoid GC spikes:
public class FXPool where T : MonoBehaviour
{
private readonly Queue _pool = new();
private readonly T _prefab;
private readonly Transform _parent;
public T Get() {
var item = _pool.Count > 0 ? _pool.Dequeue() : Object.Instantiate(_prefab, _parent);
item.gameObject.SetActive(true);
return item;
}
public void Return(T item) {
item.gameObject.SetActive(false);
_pool.Enqueue(item);
}
}
Rules: Pool all particles, floating text, projectiles. Return to pool on OnParticleSystemStopped or after tween completes. Pre-warm pools during scene load.
Performance Tips
- Camera separation: Use separate world + UI cameras so post-processing doesn't affect UI
- Shaders over CPU animations: For simple repetitive motion (scrolling, pulsing), prefer shader-based animation — runs parallel on GPU, cheaper than DOTween
- Shared materials enable batching: Use material property blocks to vary parameters without breaking draw call batching
- Legacy Animation for simple UI: For simple UI animations (fade, slide), Legacy Animation clips are more performant than Animator controllers
Tween Cleanup
Tweens must be killed when their target is destroyed or disabled, otherwise they cause null reference exceptions or operate on stale objects.
DOTween:
private void OnDestroy()
{
transform.DOKill(); // Kill all tweens on this transform
}
PrimeTween:
private void OnDestroy()
{
Tween.StopAll(this); // Kill all tweens targeting this object
}
No middleware (Awaitable): Use CancellationToken linked to destroyCancellationToken:
private async Awaitable FlashAsync()
{
var ct = destroyCancellationToken;
// Awaitable work — auto-cancels when MonoBehaviour is destroyed
await Awaitable.WaitForSecondsAsync(0.1f, ct);
}
Tuning
- Start exaggerated, then dial back.
- Always check the GFD Feedback Matrix before implementing.
- Ensure tweens are killed on object destruction (see Tween Cleanup above).
- Sync ADSR across channels: Attack and Release timings must match across Visual, Audio, and Kinesthetic. If the SFX fades over 0.5s, particles and shake damping must also fade over 0.5s.
- Profile feel code: Use Unity Profiler (Timeline view) to check that feel effects don't cause frame drops. Particle bursts, tween cascades, and audio one-shots in the same frame can spike.
Sourcing & Communication
- Cite your sources: When suggesting a feel pattern, name the reference game. Example: "A swap feel inspired by Royal Match's snappy 0.15s tween" or "Celeste's coyote time approach." This helps the user visualize and verify.
- Recommend assets: When VFX, SFX, or art assets are needed, reference
docs/ASSET_RESOURCES.mdfor curated free/paid sources.
After Setup
- Write tests: Use
uw-unity-test-runner— test feel parameters (shake profile values, hitstop duration) in EditMode tests. - Code review: Use
uw-code-reviewto verify Rule of Three and tween cleanup before committing. - UI animation: Use
uw-ui-toolkit-binderfor UI Toolkit USS transitions. Use game feel patterns here for effects that go beyond USS (complex sequences, screen flash). - Debug feel issues: Use
uw-unity-debuggingif effects aren't triggering or timing feels off.
Rules
- Rule of Three: every meaningful action needs feedback in at least 3 channels (Visual, Audio, Kinesthetic).
- Pool all particles, floating text, and projectiles — never
Instantiatein hot paths. - Kill/stop tweens in
OnDestroyorOnDisableto prevent null reference exceptions. - Sync ADSR across channels — mismatched timing breaks immersion.
[SerializeField] privatefor shake profiles, tween durations, and other tuning values.- All game feel code must live inside an
.asmdef. - If
ProjectConfig.yaml -> mcp.unity_mcpistrue, callrefresh_unityafter creating files.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: devdavv
- Source: devdavv/unity-ai-workflow
- License: MIT
Install and usage instructions live in the source repository linked above.
Reviews
No reviews yet, be the first.
Write a review
Versions
- v0.1.0 Imported from the upstream source.