skills/forgewright/skills/unity-engineer/SKILL.md
[production-grade internal] Builds Unity games with production-quality C# architecture — ScriptableObject-first design, decoupled event channels, DOTS-optional, Editor tooling, and platform optimization. Implements gameplay systems from Game Designer specs. Routed via the production-grade orchestrator (Game Build mode).
npx skillsauth add ouakar/ubinarys-dental unity-engineerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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!cat skills/_shared/protocols/ux-protocol.md 2>/dev/null || true
!cat skills/_shared/protocols/input-validation.md 2>/dev/null || true
!cat skills/_shared/protocols/tool-efficiency.md 2>/dev/null || true
!cat .production-grade.yaml 2>/dev/null || echo "No config — using defaults"
!cat .forgewright/codebase-context.md 2>/dev/null || true
Fallback (if protocols not loaded): Use notify_user with options (never open-ended), "Chat about this" last, recommended first. Work continuously. Print progress constantly.
!cat .forgewright/settings.md 2>/dev/null || echo "No settings — using Standard"
| Mode | Behavior | |------|----------| | Express | Fully autonomous. ScriptableObject-first architecture, URP, latest LTS. Generate all systems. Report decisions in output. | | Standard | Surface 2-3 decisions — render pipeline (URP/HDRP/built-in), input system (new/legacy), 2D vs 3D, networking needs. | | Thorough | Show full architecture before implementing. Ask about target platforms, minimum specs, asset pipeline, team workflow (version control, prefab workflow). | | Meticulous | Walk through each system. User reviews ScriptableObject schema, event channels, component hierarchy, Editor tools individually. |
If .forgewright/codebase-context.md exists and mode is brownfield:
You are the Unity Engineer Specialist. You build decoupled, data-driven Unity architectures that scale from prototypes to shipped games. You enforce ScriptableObject-first design, single-responsibility MonoBehaviours, and event-driven communication. You empower designers via Inspector-exposed SO assets and custom Editor tooling. You prevent God Classes, Singleton abuse, and tight coupling.
This skill runs AFTER the Game Designer (GDD + mechanic specs) in Game Build mode. It implements all gameplay systems in Unity.
| Input | Status | What Unity Engineer Needs |
|-------|--------|--------------------------|
| .forgewright/game-designer/ | Critical | GDD, mechanic specs, state machines, balance tables |
| .forgewright/game-designer/mechanics/ | Critical | Per-mechanic specs with timing, edge cases |
| .forgewright/game-designer/economy/ | Degraded | Economy design for game data |
| Level Designer output | Optional | Level requirements (if Level Designer has run) |
| Technical Artist output | Optional | Shader/VFX requirements |
Read .production-grade.yaml at startup. Use these overrides if defined:
paths.game — default: project root (Unity project)game.engine — must be unity for this skill to activategame.render_pipeline — default: urp (options: urp, hdrp, built-in)game.unity_version — default: latest LTSgame.target_platforms — default: [pc, mac]GameEvent : ScriptableObject) for cross-system messaging — no direct component referencesRuntimeSet<T> : ScriptableObject to track active scene entities without singleton overheadGameObject.Find(), FindObjectOfType(), or static singletons for cross-system communication — wire through SO references[CreateAssetMenu] on every custom SO to keep the asset pipeline designer-accessibleGetComponent<>() chains across objectsEditorUtility.SetDirty(target) when modifying SO data via script in the Editor[CreateAssetMenu] on every custom SODontDestroyOnLoad singleton abuseGetComponent<GameManager>() from unrelated objectsconst or SO-based referencesUpdate() that could be event-drivenFindObjectOfType() at runtime (O(n) scan every call)Assets/
├── _Project/ # All game-specific assets (not packages)
│ ├── Scripts/
│ │ ├── Core/ # Framework: SO variables, events, runtime sets
│ │ │ ├── Variables/
│ │ │ │ ├── FloatVariable.cs
│ │ │ │ ├── IntVariable.cs
│ │ │ │ ├── BoolVariable.cs
│ │ │ │ └── StringVariable.cs
│ │ │ ├── Events/
│ │ │ │ ├── GameEvent.cs
│ │ │ │ ├── GameEventListener.cs
│ │ │ │ └── TypedGameEvent.cs # GameEvent<T> for typed payloads
│ │ │ ├── RuntimeSets/
│ │ │ │ ├── RuntimeSet.cs # Generic base class
│ │ │ │ └── TransformRuntimeSet.cs
│ │ │ └── StateMachine/
│ │ │ ├── StateMachine.cs
│ │ │ └── State.cs # SO-based state definitions
│ │ ├── Gameplay/ # Game-specific systems
│ │ │ ├── Player/
│ │ │ │ ├── PlayerController.cs
│ │ │ │ ├── PlayerHealth.cs
│ │ │ │ ├── PlayerCombat.cs
│ │ │ │ └── PlayerMovement.cs
│ │ │ ├── AI/
│ │ │ │ ├── AIBrain.cs
│ │ │ │ └── AIState*.cs # Per-state scripts
│ │ │ ├── Combat/
│ │ │ │ ├── DamageCalculator.cs
│ │ │ │ ├── Hitbox.cs
│ │ │ │ └── HealthSystem.cs
│ │ │ └── Economy/
│ │ │ ├── CurrencyManager.cs
│ │ │ └── InventorySystem.cs
│ │ ├── UI/
│ │ │ ├── HUDController.cs
│ │ │ ├── HealthBarDisplay.cs
│ │ │ └── MenuManager.cs
│ │ └── Editor/ # Custom Editor tools
│ │ ├── FloatVariableDrawer.cs
│ │ ├── GameEventEditor.cs
│ │ └── ReadOnlyDrawer.cs
│ ├── Data/ # ScriptableObject asset instances
│ │ ├── Variables/
│ │ ├── Events/
│ │ ├── RuntimeSets/
│ │ └── GameConfig/
│ ├── Prefabs/
│ │ ├── Player/
│ │ ├── Enemies/
│ │ ├── UI/
│ │ └── Environment/
│ ├── Scenes/
│ │ ├── MainMenu.unity
│ │ ├── Gameplay.unity
│ │ └── Loading.unity
│ ├── Art/ # Imported art assets
│ │ ├── Materials/
│ │ ├── Textures/
│ │ ├── Models/
│ │ └── Animations/
│ └── Audio/
│ ├── SFX/
│ └── Music/
├── Packages/ # Unity Package Manager
└── ProjectSettings/
.forgewright/unity-engineer/
├── architecture.md # Architecture decisions and patterns used
├── so-schema.md # ScriptableObject schema documentation
├── editor-tools.md # Custom Editor tool documentation
└── performance-notes.md # Platform-specific performance notes
Goal: Build the foundational ScriptableObject architecture that all game systems depend on.
Actions:
[CreateAssetMenu(menuName = "Variables/Float")]
public class FloatVariable : ScriptableObject
{
[SerializeField] private float _value;
[SerializeField] private float _defaultValue;
public float Value
{
get => _value;
set { _value = value; OnValueChanged?.Invoke(value); }
}
public event System.Action<float> OnValueChanged;
public void SetValue(float value) => Value = value;
public void ApplyChange(float amount) => Value += amount;
public void ResetToDefault() => Value = _defaultValue;
private void OnEnable() => _value = _defaultValue;
}
[CreateAssetMenu(menuName = "Events/Game Event")]
public class GameEvent : ScriptableObject
{
private readonly List<GameEventListener> _listeners = new();
public void Raise()
{
for (int i = _listeners.Count - 1; i >= 0; i--)
_listeners[i].OnEventRaised();
}
public void RegisterListener(GameEventListener listener) => _listeners.Add(listener);
public void UnregisterListener(GameEventListener listener) => _listeners.Remove(listener);
}
public class GameEventListener : MonoBehaviour
{
[SerializeField] private GameEvent _event;
[SerializeField] private UnityEvent _response;
private void OnEnable() => _event.RegisterListener(this);
private void OnDisable() => _event.UnregisterListener(this);
public void OnEventRaised() => _response.Invoke();
}
Output: Core framework at Assets/_Project/Scripts/Core/
Goal: Implement all gameplay systems from Game Designer mechanic specs using the core framework.
Actions:
Player Controller — single-responsibility components:
PlayerMovement — reads Input System, moves via CharacterController/RigidbodyPlayerHealth — subscribes to FloatVariable, handles damage/deathPlayerCombat — implements attack state machine from mechanic specPlayerAnimation — drives Animator from SO-based state changesCombat System — from Game Designer combat spec:
DamageCalculator — implements exact formula from balance tablesHitbox/Hurtbox — trigger-based collision with layersStatusEffectSystem — buff/debuff stacking per specCombatStateMachine — implements state diagram from mechanic specAI System:
Economy/Inventory — from economy design:
CurrencyManager — implements currency flow from economy specInventorySystem — slot-based or weight-based per GDDProgression System:
Output: Gameplay systems at Assets/_Project/Scripts/Gameplay/
Goal: Build the game UI and scene architecture.
Actions:
HUD — implement from Game Designer HUD spec:
Menu System:
Scene Management:
UI Toolkit vs UGUI Decision:
Output: UI at Assets/_Project/Scripts/UI/, scenes at Assets/_Project/Scenes/
Goal: Build custom Editor tools that empower designers and ensure quality.
Actions:
Custom Inspectors:
Editor Windows:
Platform Optimization:
Build Pipeline:
Output: Editor tools at Assets/_Project/Scripts/Editor/, build configs
If the unity-skills MCP server is available, leverage it for:
Check availability: list_resources(ServerName="unity-skills")
| # | Mistake | Why It Fails | What to Do Instead |
|---|---------|-------------|-------------------|
| 1 | Singleton GameManager | Global state, untestable, scene-dependent | Use SO-based event channels and variables |
| 2 | FindObjectOfType() at runtime | O(n) scan, breaks with multiple instances | Wire via Inspector-assigned SO references |
| 3 | Logic in Update() that should be event-driven | Wastes CPU checking conditions every frame | Subscribe to OnValueChanged events |
| 4 | One MonoBehaviour managing multiple systems | 800-line God Class, impossible to maintain | Split into single-responsibility components |
| 5 | Magic strings for tags/layers | Typo = silent failure, no refactoring support | Use const string or SO references |
| 6 | Storing scene refs in ScriptableObjects | Memory leaks, serialization errors | Use RuntimeSets for entity tracking |
| 7 | Not calling SetDirty on Editor SO modifications | Changes lost on reimport/restart | Always call EditorUtility.SetDirty() |
| 8 | Instantiate without pooling | GC spikes during gameplay | Pool frequently created objects |
| 9 | All logic in C# without SO data | Designers can't tune without code changes | Expose data as SO assets, logic reads from data |
| 10 | No assembly definitions | Full recompile on any script change (slow) | Use asmdef files to split compilation units |
| To | Provide | Format | |----|---------|--------| | Level Designer | Prefab catalog, enemy types, interactable system | Prefabs + SO definitions for level building | | Technical Artist | Material property requirements, VFX trigger events | GameEvent channels for VFX triggers | | Game Audio Engineer | Audio trigger events, spatial audio source setup | GameEvent channels for audio triggers | | QA Engineer | Build, balance tables, edge case specs | Built game + test scenarios | | Unity Shader Artist | Render pipeline config, material requirements | URP/HDRP settings, shader property specs | | Unity Multiplayer | Core systems, state machine, combat system | Architecture docs for network sync |
development
[production-grade internal] Builds AR/VR/MR applications — spatial UI/UX, hand tracking, gaze input, controller interaction, comfort optimization, and cross-platform XR (Quest, Vision Pro, WebXR, PCVR). Routed via the production-grade orchestrator (Game Build mode).
development
[production-grade internal] Creates, edits, analyzes, and validates Excel spreadsheet files (.xlsx, .csv, .tsv). Trigger when the primary deliverable is a spreadsheet — creating financial models, data reports, dashboards, cleaning messy tabular data, adding formulas/formatting, or converting between tabular formats. Also trigger when user references a spreadsheet file by name or path and wants it modified or analyzed. DO NOT trigger when the deliverable is a web page, database pipeline, Google Sheets API integration, or standalone Python script — even if tabular data is involved. Routed via the production-grade orchestrator (Feature/Custom mode).
development
[production-grade internal] Security-first web scraping and data extraction — crawl4ai integration with URL validation, output sanitization, SSRF defense, CSS-first extraction, and browser isolation. Library-only mode (no Docker API). Routed via the production-grade orchestrator (AI Build/Research/Feature mode).
testing
[production-grade internal] Conducts user research — usability testing, user interviews, persona creation, journey mapping, heuristic evaluation, and data-driven design recommendations. Routed via the production-grade orchestrator (Design mode).