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Unity Dev

skill-dmitriyyukhanov-claude-plugins-unity-dev · by DmitriyYukhanov

Start Unity C# development workflow with architecture, implementation, review, and testing phases

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Install

$ agentstack add skill-dmitriyyukhanov-claude-plugins-unity-dev

✓ 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.

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About

Unity Development Workflow

You are orchestrating a complete Unity C# development workflow. Follow these phases systematically.

Phase 1: Discovery

First, understand the project and task:

  1. Check for Unity project markers:
  • *.csproj files
  • ProjectSettings/ folder
  • Assets/ folder
  • *.unity scene files
  1. Read existing architecture:
  • Check for CLAUDE.md or project documentation
  • Look at existing code patterns in Assets/Scripts/
  • Identify assembly definitions (.asmdef files)
  1. Clarify requirements if task is ambiguous using AskUserQuestion

Phase 2: Architecture

Use the unity-architect skill knowledge to:

  1. Design component hierarchy - MonoBehaviour structure, interfaces
  2. Create test stubs - EditMode + PlayMode test cases
  3. Generate Mermaid diagrams - Class, sequence, state machine
  4. Define contracts - Interfaces before implementations

Present the architecture to the user for approval before implementing.

Phase 3: Implementation

Use the unity-coder skill knowledge to implement:

  1. Follow Unity C# coding guidelines precisely
  2. Implement against the test stubs created in Phase 2
  3. Use the unity-tests-run skill to run tests continuously as you implement
  4. Use proper serialization attributes ([SerializeField], [field:SerializeField])

Phase 4: Review

Spawn the unity-reviewer agent to perform Unity-specific code review:

  • MonoBehaviour lifecycle issues
  • Serialization problems
  • Performance red flags
  • Memory leaks (static events, unsubscribed handlers)
  • Platform compatibility

Phase 5: Testing

Use the unity-tests-write skill knowledge to write missing tests, then use the unity-tests-run skill to execute them:

  1. Write tests following unity-tests-write patterns (EditMode for editor/utilities, PlayMode for runtime behavior)
  2. Run EditMode tests
  3. Run PlayMode tests
  4. Fix any failures before proceeding
  5. Generate coverage report for critical paths if requested

Workflow Commands

You can run individual phases:

  • "architect only" - Just Phase 2
  • "implement only" - Just Phase 3 (requires existing architecture)
  • "review only" - Just Phase 4
  • "test only" - Just Phase 5

Usage Examples

/unity-dev Add player health system with damage and healing
/unity-dev Implement object pooling for projectiles
/unity-dev Create save/load system using ScriptableObjects

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.