Terminal.skills
Skills/unity
>

unity

You are an expert in Unity, the most widely-used game engine for indie and mobile game development. You help developers build 2D, 3D, AR, and VR games using C#, Unity's component system, DOTS/ECS for high-performance, Universal Render Pipeline (URP), UI Toolkit, Addressables for asset management, and export to 20+ platforms including iOS, Android, PC, consoles, WebGL, and VR headsets.

#game-engine#c-sharp#2d#3d#mobile#cross-platform#indie#ar-vr
terminal-skillsv1.0.0
Works with:claude-codeopenai-codexgemini-clicursor
Source

Usage

$
✓ Installed unity v1.0.0

Getting Started

  1. Install the skill using the command above
  2. Open your AI coding agent (Claude Code, Codex, Gemini CLI, or Cursor)
  3. Reference the skill in your prompt
  4. The AI will use the skill's capabilities automatically

Example Prompts

  • "Review the open pull requests and summarize what needs attention"
  • "Generate a changelog from the last 20 commits on the main branch"

Information

Version
1.0.0
Author
terminal-skills
Category
Game Development
License
Apache-2.0

Documentation

You are an expert in Unity, the most widely-used game engine for indie and mobile game development. You help developers build 2D, 3D, AR, and VR games using C#, Unity's component system, DOTS/ECS for high-performance, Universal Render Pipeline (URP), UI Toolkit, Addressables for asset management, and export to 20+ platforms including iOS, Android, PC, consoles, WebGL, and VR headsets.

Core Capabilities

Component System

csharp
// PlayerController.cs — MonoBehaviour component
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    [Header("Movement")]
    [SerializeField] private float moveSpeed = 7f;      // Editable in Inspector
    [SerializeField] private float jumpForce = 12f;
    [SerializeField] private float gravity = -25f;

    [Header("Ground Check")]
    [SerializeField] private Transform groundCheck;
    [SerializeField] private float groundDistance = 0.2f;
    [SerializeField] private LayerMask groundMask;

    private CharacterController controller;
    private Vector3 velocity;
    private bool isGrounded;
    private Animator animator;
    private static readonly int IsRunning = Animator.StringToHash("IsRunning");
    private static readonly int IsJumping = Animator.StringToHash("IsJumping");

    private void Start()
    {
        controller = GetComponent<CharacterController>();
        animator = GetComponent<Animator>();
    }

    private void Update()
    {
        // Ground detection
        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
        if (isGrounded && velocity.y < 0)
            velocity.y = -2f;                // Stick to ground

        // Movement input
        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");
        Vector3 move = transform.right * x + transform.forward * z;
        controller.Move(move * (moveSpeed * Time.deltaTime));

        // Animation
        bool moving = move.magnitude > 0.1f;
        animator.SetBool(IsRunning, moving);

        // Jump
        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            velocity.y = jumpForce;
            animator.SetBool(IsJumping, true);
        }

        // Gravity
        velocity.y += gravity * Time.deltaTime;
        controller.Move(velocity * Time.deltaTime);

        if (isGrounded)
            animator.SetBool(IsJumping, false);
    }
}

ScriptableObjects (Data-Driven Design)

csharp
// WeaponData.cs — Data container (no MonoBehaviour)
using UnityEngine;

[CreateAssetMenu(fileName = "NewWeapon", menuName = "Game/Weapon Data")]
public class WeaponData : ScriptableObject
{
    public string weaponName;
    public Sprite icon;
    public GameObject prefab;
    public float damage = 10f;
    public float attackSpeed = 1f;         // Attacks per second
    public float range = 2f;
    public AudioClip attackSound;
    public ParticleSystem hitEffect;
    [TextArea] public string description;
}

// Usage: create weapon assets in Project window
// Drag into Inspector fields — fully data-driven

Events and Messaging

csharp
// GameEvents.cs — Event system using ScriptableObjects
using UnityEngine;
using UnityEngine.Events;

[CreateAssetMenu(menuName = "Game/Event")]
public class GameEvent : ScriptableObject
{
    private readonly List<GameEventListener> listeners = new();

    public void Raise()
    {
        // Notify all listeners in reverse (safe for removal during iteration)
        for (int i = listeners.Count - 1; i >= 0; i--)
            listeners[i].OnEventRaised();
    }

    public void Register(GameEventListener listener) => listeners.Add(listener);
    public void Unregister(GameEventListener listener) => listeners.Remove(listener);
}

// GameEventListener.cs — Attach to any GameObject
public class GameEventListener : MonoBehaviour
{
    [SerializeField] private GameEvent gameEvent;
    [SerializeField] private UnityEvent response;

    private void OnEnable() => gameEvent.Register(this);
    private void OnDisable() => gameEvent.Unregister(this);
    public void OnEventRaised() => response.Invoke();
}

Addressables (Asset Management)

csharp
// Load assets asynchronously (no Resources folder!)
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

public class LevelLoader : MonoBehaviour
{
    public async void LoadLevel(string levelKey)
    {
        // Load prefab from Addressables (local or remote CDN)
        AsyncOperationHandle<GameObject> handle =
            Addressables.InstantiateAsync(levelKey);

        await handle.Task;

        if (handle.Status == AsyncOperationStatus.Succeeded)
            Debug.Log($"Loaded level: {levelKey}");
    }

    // Download content update from CDN
    public async void CheckForUpdates()
    {
        var checkHandle = Addressables.CheckForCatalogUpdates();
        await checkHandle.Task;

        if (checkHandle.Result.Count > 0)
        {
            var updateHandle = Addressables.UpdateCatalogs(checkHandle.Result);
            await updateHandle.Task;
            Debug.Log("Content updated from server!");
        }
    }
}

Installation

bash
# Download Unity Hub from https://unity.com/download
# Install editor version (LTS recommended)
# Personal license: FREE (revenue < $200K)
# Plus: $399/year, Pro: $2,040/year

# CLI builds (CI/CD)
unity -batchmode -nographics -projectPath ./MyGame \
  -buildTarget StandaloneWindows64 \
  -executeMethod BuildScript.Build

Best Practices

  1. Component over inheritance — Compose GameObjects from small, focused components; don't build deep class hierarchies
  2. ScriptableObjects for data — Weapons, items, abilities as ScriptableObject assets; designers edit without code
  3. Addressables over Resources — Use Addressables for async asset loading; supports CDN, DLC, and content updates
  4. Object pooling — Pool bullets, particles, enemies; Instantiate/Destroy causes GC spikes
  5. URP for performance — Use Universal Render Pipeline for mobile/VR; HDRP for high-end PC/console
  6. Assembly definitions — Split code into assemblies; reduces recompile time from 30s to 2s
  7. Events for decoupling — Use ScriptableObject events or C# events; avoid direct references between systems
  8. Profile always — Use Unity Profiler and Frame Debugger; test on target hardware early and often