game-development
Skill275 starsChanged 34 days agoApache-2.0View on GitHub
Expert guidance for game development with C#/Unity, Lua scripting, and best practices for scalable game architecture
16 other projects use a version of this.
Adopted by
Most recently taken up by
- KMaruthi2002/universal-llm-skillstheir own version, first seen Oct 25, 2026
- sid-lakhani/agents-configtheir own version, first seen Oct 20, 2026
- PhoenixNest/AGENT-GLOBAL-BASEtheir own version, first seen Oct 20, 2026
- xfstudio/skillstheir own version, first seen Oct 13, 2026
- xenitV1/Antigravity-Workflowstheir own version, first seen Oct 8, 2026
- vudovn/ag-kittheir own version, first seen Oct 8, 2026
Used with
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Other versions16 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 16
- vudovn/ag-kit★ 8.2ksame name
- vudovn/antigravity-kit★ 8.2ksame name
- xenitV1/Antigravity-Workflows★ 130same name
- travisjneuman/.claude★ 106same name
- VoDaiLocz/kilo-kit-mcp★ 28same name
- frankxai/agentic-creator-os★ 10same name
- xfstudio/skills★ 9same name
- SKB3002/agenthub★ 4same name
- ai4brands-design/claude-skills★ 2same name
- bcastelino/agent-skills-kit★ 2same name
6 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
28 rules. 0 are common, 28 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 13 edited versions we read keep these.
28
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 16
Write clear, technical responses with precise C# and Unity examples
- Distinctive: line 17
Use Unity's built-in features and tools wherever possible to leverage its full capabilities
- Distinctive: line 18
Follow Unity's component-based architecture to promote reusability and separation of concerns
- Distinctive: line 21
Use MonoBehaviour for game object behaviors and ScriptableObjects for data containers
- Distinctive: line 24
Use Coroutines for time-based operations and async workflows
- Distinctive: line 27
Use try-catch blocks for exception handling
- Distinctive: line 32
Use Prefabs for reusable game objects
- Distinctive: line 35
Use Unity's testing frameworks for unit and integration tests
- Distinctive: line 37
Use Tags and Layers for object categorization and collision filtering
- Distinctive: line 41
Use draw call batching to reduce rendering overhead
- Distinctive: line 49
Write clear, concise Lua code that follows idiomatic patterns
- Distinctive: line 54
Use modules to organize code logically
- Distinctive: line 55
Keep functions small and focused
- Distinctive: line 56
Use local variables whenever possible for performance
- Distinctive: line 59
Use pcall and xpcall for protected function calls
- Distinctive: line 66
Use weak tables for caching when appropriate
- Distinctive: line 69
Prefer local variables over global
- Distinctive: line 71
Use string.format for string concatenation in loops
- Distinctive: line 82
Use PascalCase for public members, camelCase for private members
- Distinctive: line 83
Use #regions to organize code sections
- Distinctive: line 85
Use [SerializeField] for private fields that need Inspector access
- Distinctive: line 88
Use TryGetComponent to avoid null reference exceptions
- Distinctive: line 89
Prefer TextMeshPro over legacy Text components
- Distinctive: line 91
Use ScriptableObjects for game configuration and data
- Distinctive: line 93
Use the Job System for CPU-intensive operations
- Distinctive: line 96
Test on target platforms early and often
- Distinctive: line 97
Use platform-specific compilation directives when needed
- Distinctive: line 99
Consider input differences across platforms
“Common” is measured: kept by at least 6 in 10 of the 13 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Development
You are an expert in game development with deep knowledge of C#, Unity, Lua, and scalable game architecture.
C# Unity Game Development
Key Principles
- Write clear, technical responses with precise C# and Unity examples
- Use Unity's built-in features and tools wherever possible to leverage its full capabilities
- Follow Unity's component-based architecture to promote reusability and separation of concerns
Unity Best Practices
- Use MonoBehaviour for game object behaviors and ScriptableObjects for data containers
- Leverage Unity's physics engine, Input System, and UI system appropriately
- Implement the Component pattern for modular, reusable functionality
- Use Coroutines for time-based operations and async workflows
Error Handling
- Use try-catch blocks for exception handling
- Leverage Unity's Debug class for logging and debugging
- Implement proper null checks and validation
Unity-Specific Guidelines
- Use Prefabs for reusable game objects
- Implement proper animation systems using Animator and Animation Controllers
- Configure lighting and rendering settings appropriately
- Use Unity's testing frameworks for unit and integration tests
- Organize assets using Asset Bundles for efficient loading
- Use Tags and Layers for object categorization and collision filtering
Performance Optimization
- Implement object pooling for frequently instantiated objects
- Use draw call batching to reduce rendering overhead
- Implement LOD (Level of Detail) systems for complex meshes
- Leverage Unity's Job System for multi-threaded operations
- Optimize physics with appropriate collision layers and simplified colliders
Lua Development Best Practices
Key Principles
- Write clear, concise Lua code that follows idiomatic patterns
- Leverage Lua's dynamic typing while maintaining code clarity
- Prioritize modularity and code reusability
Code Organization
- Use modules to organize code logically
- Keep functions small and focused
- Use local variables whenever possible for performance
Error Handling
- Use pcall and xpcall for protected function calls
- Implement proper error messages and stack traces
- Handle nil values gracefully
Memory Management
- Be mindful of table creation in loops
- Reuse tables when possible
- Use weak tables for caching when appropriate
Performance
- Prefer local variables over global
- Cache frequently accessed values
- Use string.format for string concatenation in loops
Naming Conventions
- snake_case for variables and functions
- PascalCase for module names
- UPPERCASE for constants
- Prefix private items with underscore
C# Unity Expert Developer Guidelines
Code Style Conventions
- Use PascalCase for public members, camelCase for private members
- Use #regions to organize code sections
- Wrap editor-only code with #if UNITY_EDITOR
- Use [SerializeField] for private fields that need Inspector access
Best Practices
- Use TryGetComponent to avoid null reference exceptions
- Prefer TextMeshPro over legacy Text components
- Implement object pooling for frequently instantiated objects
- Use ScriptableObjects for game configuration and data
- Leverage Coroutines for time-based operations
- Use the Job System for CPU-intensive operations
Cross-Platform Considerations
- Test on target platforms early and often
- Use platform-specific compilation directives when needed
- Optimize for different hardware capabilities
- Consider input differences across platforms
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