cryptorabea/claude_unity_dev_plugin

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0 stars0 forksUpdated Dec 30, 2025
npx skills add cryptorabea/claude_unity_dev_plugin

README

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 component
  • ScriptableObject - Data asset with CreateAssetMenu
  • EditorWindow - Custom editor window
  • CustomEditor - Custom Inspector
  • PropertyDrawer - 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 GUI
  • CustomEditor - Enhanced Inspector
  • PropertyDrawer - Property display
  • MenuItem - Menu command utility
  • SceneGUI - Scene view overlay

Examples:

/unity-dev:create-editor-tool EditorWindow ObjectPlacer
/unity-dev:create-editor-tool CustomEditor EnemyAI
/un

...
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Publisher

cryptorabeacryptorabea

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CreatedDec 30, 2025