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aluminumBathaluminumBath/unity-meshy-studio/skills/unity-gameplay-systems/SKILL.md

unity-gameplay-systems

Skill0 starsChanged 4 months agoMITView on GitHub

Implement polished Unity gameplay systems such as interaction, inventory, quests, combat, AI, saves, spawning, cameras, vehicles, and input.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    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:

    use deterministic state transitions where practical

    line 13
  2. Distinctive:

    test happy paths and important failure paths

    line 18

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “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

Unity Gameplay Systems

Build a complete player-facing slice with configuration, runtime behavior, feedback, persistence implications, tests, and debugging support.

Requirements:

  • match the active Input System
  • separate authored values from runtime state
  • use deterministic state transitions where practical
  • guard against duplicate subscriptions and repeated initialization
  • define interruption, cancellation, death, reload, and scene-change behavior
  • expose useful diagnostics without logging every frame
  • include clear audiovisual feedback hooks
  • test happy paths and important failure paths

For save data, version the schema and never serialize direct scene references. For AI, define perception, decisions, movement, recovery, and stuck behavior.

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