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MindrallyMindrally/skills/game-development/SKILL.md

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.

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Most recently taken up by

Used with

Projects with it also use intelligent-routing, nextjs-react-expert and 6 more.

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Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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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
  1. Distinctive:

    Write clear, technical responses with precise C# and Unity examples

    line 16
  2. Distinctive:

    Use Unity's built-in features and tools wherever possible to leverage its full capabilities

    line 17
  3. Distinctive:

    Follow Unity's component-based architecture to promote reusability and separation of concerns

    line 18
  4. Distinctive:

    Use MonoBehaviour for game object behaviors and ScriptableObjects for data containers

    line 21
  5. Distinctive:

    Use Coroutines for time-based operations and async workflows

    line 24
  6. Distinctive:

    Use try-catch blocks for exception handling

    line 27
  7. Distinctive:

    Use Prefabs for reusable game objects

    line 32
  8. Distinctive:

    Use Unity's testing frameworks for unit and integration tests

    line 35
  9. Distinctive:

    Use Tags and Layers for object categorization and collision filtering

    line 37
  10. Distinctive:

    Use draw call batching to reduce rendering overhead

    line 41
  11. Distinctive:

    Write clear, concise Lua code that follows idiomatic patterns

    line 49
  12. Distinctive:

    Use modules to organize code logically

    line 54
  13. Distinctive:

    Keep functions small and focused

    line 55
  14. Distinctive:

    Use local variables whenever possible for performance

    line 56
  15. Distinctive:

    Use pcall and xpcall for protected function calls

    line 59
  16. Distinctive:

    Use weak tables for caching when appropriate

    line 66
  17. Distinctive:

    Prefer local variables over global

    line 69
  18. Distinctive:

    Use string.format for string concatenation in loops

    line 71
  19. Distinctive:

    Use PascalCase for public members, camelCase for private members

    line 82
  20. Distinctive:

    Use #regions to organize code sections

    line 83
  21. Distinctive:

    Use [SerializeField] for private fields that need Inspector access

    line 85
  22. Distinctive:

    Use TryGetComponent to avoid null reference exceptions

    line 88
  23. Distinctive:

    Prefer TextMeshPro over legacy Text components

    line 89
  24. Distinctive:

    Use ScriptableObjects for game configuration and data

    line 91
  25. Distinctive:

    Use the Job System for CPU-intensive operations

    line 93
  26. Distinctive:

    Test on target platforms early and often

    line 96
  27. Distinctive:

    Use platform-specific compilation directives when needed

    line 97
  28. Distinctive:

    Consider input differences across platforms

    line 99

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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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