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Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.
npx skill4agent add absolutelyskilled/absolutelyskilled unity-developmentpublic class PlayerController : MonoBehaviour
{
[SerializeField] private float moveSpeed = 5f;
private Rigidbody _rb;
private PlayerInput _input;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_input = GetComponent<PlayerInput>();
}
private void OnEnable() => _input.onActionTriggered += HandleInput;
private void OnDisable() => _input.onActionTriggered -= HandleInput;
private void FixedUpdate()
{
Vector3 move = new Vector3(_moveDir.x, 0f, _moveDir.y) * moveSpeed;
_rb.MovePosition(_rb.position + move * Time.fixedDeltaTime);
}
private Vector2 _moveDir;
private void HandleInput(InputAction.CallbackContext ctx)
{
if (ctx.action.name == "Move")
_moveDir = ctx.ReadValue<Vector2>();
}
}Useinstead of[SerializeField] privatefields. It exposes the field in the Inspector without breaking encapsulation.public
[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data")]
public class WeaponData : ScriptableObject
{
public string weaponName;
public int damage;
public float fireRate;
public GameObject projectilePrefab;
}Never store runtime-mutable state in ScriptableObjects during Play mode in builds. Changes persist in the Editor but not in built players, causing subtle bugs.
// Component - pure data, no logic
public struct MoveSpeed : IComponentData
{
public float Value;
}
// System - processes all entities with MoveSpeed + LocalTransform
[BurstCompile]
public partial struct MoveForwardSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, speed) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<MoveSpeed>>())
{
transform.ValueRW.Position +=
transform.ValueRO.Forward() * speed.ValueRO.Value * dt;
}
}
}ECS requires the Entities package. Use Burst + Jobs for maximum throughput. Avoid managed types (classes, strings) in components - they break Burst compilation.
// Raycast from camera to detect clickable objects
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition),
out RaycastHit hit, 100f, interactableLayer))
{
hit.collider.GetComponent<IInteractable>()?.Interact();
}Useinstead ofPhysics.OverlapSphereNonAllocto avoid GC allocations in hot paths. Pre-allocate the results array.Physics.OverlapSphere
Shader "Custom/SimpleUnlit"
{
Properties
{
_BaseColor ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes { float4 posOS : POSITION; float2 uv : TEXCOORD0; };
struct Varyings { float4 posCS : SV_POSITION; float2 uv : TEXCOORD0; };
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _MainTex_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.posCS = TransformObjectToHClip(IN.posOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
return tex * _BaseColor;
}
ENDHLSL
}
}
}Always wrap per-material properties in CBUFFER_START(UnityPerMaterial) for SRP Batcher compatibility. Without this, you lose batching and pay per-draw-call cost.
<!-- HealthBar.uxml -->
<ui:UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement name="health-bar-container" class="bar-container">
<ui:VisualElement name="health-bar-fill" class="bar-fill" />
<ui:Label name="health-label" class="bar-label" text="100/100" />
</ui:VisualElement>
</ui:UXML>/* HealthBar.uss */
.bar-container {
width: 200px;
height: 24px;
background-color: rgb(40, 40, 40);
border-radius: 4px;
overflow: hidden;
}
.bar-fill {
height: 100%;
width: 100%;
background-color: rgb(0, 200, 50);
transition: width 0.3s ease;
}
.bar-label {
position: absolute;
width: 100%;
-unity-text-align: middle-center;
color: white;
font-size: 12px;
}public class HealthBarUI : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
private VisualElement _fill;
private Label _label;
private void OnEnable()
{
var root = uiDocument.rootVisualElement;
_fill = root.Q<VisualElement>("health-bar-fill");
_label = root.Q<Label>("health-label");
}
public void SetHealth(int current, int max)
{
float pct = (float)current / max * 100f;
_fill.style.width = new Length(pct, LengthUnit.Percent);
_label.text = $"{current}/{max}";
}
}UI Toolkit queries (Q, Q<T>) are string-based name lookups. Cache the results in OnEnable - never call Q() every frame.
| Mistake | Why it's wrong | What to do instead |
|---|---|---|
| GetComponent() in Update | Allocates and searches every frame, kills performance | Cache in Awake() or use [RequireComponent] |
| Moving Rigidbody with Transform.position | Bypasses physics engine, breaks collision detection | Use Rigidbody.MovePosition or AddForce in FixedUpdate |
| Using public fields for Inspector exposure | Breaks encapsulation, pollutes the API surface | Use [SerializeField] private fields |
| String-based Find/SendMessage | Fragile, zero compile-time safety, slow | Use direct references, events, or ScriptableObject channels |
| Allocating in hot loops (new List, LINQ) | GC spikes cause frame hitches | Pre-allocate collections, use NonAlloc physics APIs |
| One giant "GameManager" MonoBehaviour | God object that couples everything | Split into focused systems with clear responsibilities |
| Writing shaders without SRP Batcher support | Every material becomes a separate draw call | Use CBUFFER_START(UnityPerMaterial) for all per-material props |
| Mixing UI Toolkit and UGUI in the same screen | Two separate event systems fighting each other | Pick one per UI surface, don't mix |
Instantiate()OnEnableStartAwakeOnEnableOnDisableFixedUpdateRigidbody.interpolation = InterpolateLateUpdate[BurstDiscard]UniversalPipelineUniversalForwardPassSubShaderTagsreferences/references/csharp-patterns.mdreferences/ecs-dots.mdreferences/physics-advanced.mdreferences/shader-programming.mdreferences/ui-toolkit.mdOn first activation of this skill in a conversation: check which companion skills are installed by running. Compare the results against thels ~/.claude/skills/ ~/.agent/skills/ ~/.agents/skills/ .claude/skills/ .agent/skills/ .agents/skills/ 2>/dev/nullfield in this file's frontmatter. For any that are missing, mention them once and offer to install:recommended_skillsnpx skills add AbsolutelySkilled/AbsolutelySkilled --skill <name>Skip entirely ifis empty or all companions are already installed.recommended_skills