npx skills add cryptorabea/claude_unity_dev_pluginREADME
Unity Dev - Claude Code Plugin
Comprehensive Unity and game development expertise for Claude Code across all Unity projects.
Features
🎓 Skills (Auto-activating Knowledge)
- unity-fundamentals - MonoBehaviour lifecycle, serialization, component references, prefabs
- unity-performance - Caching, pooling, GC optimization, Update loop best practices
- unity-architecture - Manager patterns, ScriptableObjects, component design, events
- unity-workflows - Editor scripting, Input System, UI systems, asset management
âš¡ Commands
/unity-dev:generate-script- Generate MonoBehaviour, ScriptableObject, or Editor script templates/unity-dev:create-editor-tool- Scaffold EditorWindow or CustomEditor tools
🤖 Agents
- unity-code-reviewer - Proactive code review for Unity best practices and performance
Installation
From Marketplace (Coming Soon)
cc plugin install unity-dev
Local Development
# Clone or copy to Claude plugins directory
cp -r unity-dev ~/.claude/plugins/
# Use in Claude Code
cc --plugin-dir ~/.claude/plugins/unity-dev
Usage
Skills
Skills activate automatically when you ask Unity-related questions or work on Unity code. They provide comprehensive guidance on Unity development best practices.
unity-fundamentals
Covers core Unity concepts:
- MonoBehaviour Lifecycle: Awake, Start, OnEnable, Update, FixedUpdate, LateUpdate patterns
- Serialization: [SerializeField], ScriptableObjects, Inspector organization
- Component Architecture: GetComponent patterns, RequireComponent, composition
- Prefab Workflows: Creating, variants, nesting, programmatic usage
Trigger phrases: "Unity lifecycle", "MonoBehaviour methods", "Awake vs Start", "serialization", "prefabs"
Example questions:
- "When should I use Awake vs Start?"
- "How do I properly serialize private fields?"
- "What's the difference between Update and FixedUpdate?"
unity-performance
Optimization techniques and profiling:
- Reference Caching: GetComponent, Transform, Material caching patterns
- Object Pooling: Reusing instantiated objects
- GC Optimization: Reducing allocations, avoiding LINQ in Update
- Profiling: Using Unity Profiler, identifying bottlenecks
Trigger phrases: "Unity performance", "optimization", "GC allocation", "object pooling", "profiling"
Example questions:
- "How do I optimize GetComponent calls?"
- "What's causing garbage collection spikes?"
- "How should I implement object pooling for bullets?"
unity-architecture
Game architecture patterns and design:
- Manager Patterns: Singleton, Service Locator, initialization order
- ScriptableObject Architecture: Data-driven design, events, variables
- Event Systems: C# events, UnityEvents, global event bus
- Design Patterns: MVC, Observer, Strategy, State Machine
Trigger phrases: "game architecture", "design patterns", "manager pattern", "ScriptableObject", "event system"
Example questions:
- "How should I structure my game managers?"
- "What's the best way to implement an event system?"
- "When should I use ScriptableObjects vs regular classes?"
unity-workflows
Development workflows and tooling:
- Editor Scripting: Custom Inspectors, EditorWindows, PropertyDrawers, Menu items
- Input System: New Input System setup, InputActions, legacy input
- UI Systems: uGUI optimization, UI Toolkit, Canvas best practices
- Asset Management: Addressables, Resources, AssetDatabase
Trigger phrases: "editor scripting", "Custom Inspector", "Input System", "UI Toolkit", "Addressables"
Example questions:
- "How do I create a custom editor window?"
- "What's the difference between the new and old Input System?"
- "How should I optimize my UI Canvas?"
Commands
/unity-dev:generate-script
Generate Unity script templates following best practices.
Usage:
/unity-dev:generate-script [script-type] [script-name]
Script types:
MonoBehaviour- Standard Unity componentScriptableObject- Data asset with CreateAssetMenuEditorWindow- Custom editor windowCustomEditor- Custom InspectorPropertyDrawer- Custom property display
Examples:
/unity-dev:generate-script MonoBehaviour PlayerController
/unity-dev:generate-script ScriptableObject WeaponData
/unity-dev:generate-script EditorWindow LevelEditor
Interactive mode: Call without arguments for guided prompts.
/unity-dev:create-editor-tool
Scaffold complete Unity editor tools with proper structure.
Usage:
/unity-dev:create-editor-tool [tool-type] [name]
Tool types:
EditorWindow- Custom window with GUICustomEditor- Enhanced InspectorPropertyDrawer- Property displayMenuItem- Menu command utilitySceneGUI- Scene view overlay
Examples:
/unity-dev:create-editor-tool EditorWindow ObjectPlacer
/unity-dev:create-editor-tool CustomEditor EnemyAI
/un
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