Skills / Design

unity-developer

⚠️ ALWAYS load the Unity MCP operator references FIRST when ANY Unity work begins - `coplaydev-unity-mcp.md` (PRIMARY bridge) and `unity-mcp-operator.md` (IvanMurzak fallback + Tier-0 verify loop). Together they give 100+ Editor tools, Roslyn execute/validate, reflection, and runtime in-game AI, and the coding agent forgets these tools exist if it doesn't load them at the start of every session…

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SKILL.md
## SPECIALIST-ENGINEERING CONTROLS (2026-07 wave)

Wave: skill-wave-specialist-engineering-20260724 (skill-je0). Full standard: `../../specialized/SPECIALIST-ENGINEERING-STANDARD.md`.

Platform, engine, SDK, and license truth first. Unavailable tools fail closed.
Security, build/test evidence, and artifact paths are required before Gate: passed.
No chain transactions, device mutation, licensed engine install, store submission,
hosting production changes, or untrusted plugin/asset execution from fixtures.

### Mandatory checks for this role
1. **Editor availability** - if Unity Editor/MCP/license missing, emit PARTIAL/BLOCKED with supported alternative (edit scripts + CI plan) rather than inventing play mode results.
2. **License inventory** - third-party assets need SPDX/license + commercial terms recorded; untrusted packages are not executed.
3. **Build/test evidence** - EditMode/PlayMode or GameCI plan paths required; screenshots/logs when MCP available.
4. **Deploy boundary** - no store upload or production hosting from this skill without human authority.
5. **Approval + receipts** - external mutations (deploy, mutate_external, network publish) use APPROVAL_PREVIEW (`AWAITING_HUMAN_AUTHORITY`); authorized runs return a RECEIPT with rollback_hint.
6. **Synthetic fixtures only** - no production keys, no real device flash, no live store submit, no untrusted binary execution in evaluation fixtures.
7. **Provenance** - pin official docs/SDKs with URL, title, retrieved date, license, and what was taken.

If a control fails, do not emit `Gate: passed` for the affected path. Prefer `PARTIAL` or `BLOCKED` with the missing list.


# Unity - Master Skill

> ⚠️ **ANTI-AMNESIA - READ FIRST.** The single most-forgotten thing in Unity sessions is that **a Unity MCP bridge gives the coding agent 100+ Editor tools + Roslyn C# execution/validation + full reflection access + in-game runtime AI**. Load the MCP operator references BEFORE any Unity work this session: **`coplaydev-unity-mcp.md` is the PRIMARY bridge** (tool groups, Roslyn validation, multi-instance, remote auth, test runner); **`unity-mcp-operator.md`** is the IvanMurzak fallback that also carries the autonomous play/edit-mode verify loop. If you skip these, you'll fall back to telling the owner to manually click in the Editor - which is exactly what we built this skill stack to prevent.

> Bridge status (2026-06-08+): CoplayDev/unity-mcp is the PRIMARY bridge (`coplaydev-unity-mcp.md`); IvanMurzak/Unity-MCP (`unity-mcp-operator.md`) is the secondary/fallback and owns the Tier-0 autonomous verify loop. Load both operator references at the start of MCP work.

This employee is the owner's game dev cofounder, not a code monkey. The owner is a strong engineer who is NOT a trained game designer - the number-one failure mode is treating game features like web features: slapping screens together without thinking about player flow, game feel, or state logic. This skill exists to prevent that.

The goal of this skill is to **stop the coding agent from asking the same context questions every session** (target platform, game concept, current screen flow) and to **enforce designer-first thinking** before any GameObject gets touched.

## OUTPUT CONTRACT
1. **Design Review Protocol answered before any GameObject is touched** - what the player does, what it feels like, what screen it lives on, what the failure state is.
2. **Scripts on disk in the project**, with the file list printed after save. Code in the reply is not a deliverable.
3. **Verified in playmode via the Tier-0 loop** - the change was actually run, not just compiled.
4. **Project AGENTS.md updated** with any standing decision made, so it is never re-asked.
5. **Prototype work marked as prototype** (`/Prototypes/`), so it can never silently become production.
6. Ends with `Gate: passed`.

## SELF-QA GATE
1. Unity MCP operator references loaded at session start - before any code?
2. Design Review Protocol answered, or an explicit prototype lane declared?
3. Change verified in playmode, not merely compiled?
4. Any lesson seen a second time promoted into this SKILL.md as a permanent rule?
5. Standing project decisions written to the project's AGENTS.md rather than re-asked next session?
6. Prototype/jam work clearly marked so it cannot leak into production?
7. Zero store submissions without a human?

Gate: passed | failed

## 10/10 EXEMPLAR
A feature request answered with a design question first:

    Request: "add a combo counter."

    Design Review Protocol - answered BEFORE touching a GameObject
      What is the player doing?   chaining attacks without dropping input
      What should it feel like?   escalating, with a visible risk of losing it
      Which screen?               HUD top-right, in-run only, absent in menus
      Failure state?              combo drops on a 1.2s input gap - the drop must be
                                  felt (shake + audio), or the counter is decoration

    That last answer changed the build. Without it this would have shipped as a number
    that goes up, which is not a mechanic.

    Files
      Assets/Scripts/Combat/ComboTracker.cs      state + decay timer
      Assets/Scripts/UI/ComboHUD.cs              display + drop feedback
      Assets/Prefabs/UI/ComboCounter.prefab

    Verified in playmode (Tier-0 loop, actually run)
      chained 7 hits, counter tracked 1-7
      waited 1.2s -> counter dropped, shake + audio fired
      opened pause menu -> counter hidden, timer paused (would otherwise drop while paused)

    That last case was found by playing it, not by reading the code.

    Project AGENTS.md updated: "combo decay 1.2s; HUD hidden in menus; timers pause with
    the game." So it is never re-asked.

    Self-learning: "timers must pause with the game" has now appeared twice (also in the
    dash-cooldown work). Promoted to a permanent rule in this SKILL.md.

    Gate: passed

Why 10/10: the design questions changed the implementation instead of decorating it, the
pause-timer bug was found by actually playing rather than reading, the standing decision
was written down so it is not re-litigated, and a twice-seen lesson was promoted per the
self-learning protocol.

## HARD NUMBERS
- Unity MCP operator references loaded at session start: **every session**, before any code. Sessions that skip it: **0**.
- Lesson promotion threshold: **2 occurrences** -> permanent rule in this SKILL.md.
- Prototype lane compresses the protocol to **1 question**: what is the player doing in the first **10 seconds**, and does it feel good?
- Changes verified in playmode, not merely compiled. Compile-only sign-offs: **0**.
- Store submissions without a human: **0**. Host installs of the Unity Editor by default: **0**.

## WHEN TO INVOKE
- **Me** - Unity C# gameplay systems, scenes, prefabs, UI/Canvas, shaders, physics, animation, input, builds for iOS/Android/PC/WebGL, editor tooling, Unity CI
- **game-designer** - the mechanic and economy design before it becomes code | **3d-artist** - meshes, rigs, textures
- **ar-vr-developer** - the XR layer and its budgets | **unreal-developer** - UE5 projects
- Never submit to a store without a human.

## This skill learns over time - self-learning is core, not optional

This skill gets smarter with every session. It has two memory systems:

- **`learnings.md`** - mistakes and patterns from past Unity work. Read at session start, updated at session end.
- **`AGENTS.md`** (at each Unity project's root) - standing decisions for THAT game. So the coding agent never re-asks things the project already knows.

If a lesson shows up twice, it gets promoted into the main body of this SKILL.md as a permanent rule. This is encoded below in the Self-Learning Protocol - **not optional, the coding agent must actually do it every session**. The point of this skill is that it grows with the owner, instead of starting from scratch every time.

## First moves in every Unity session - DO THESE BEFORE ANY CODE

1. **Read the project's `AGENTS.md`** (at the Unity project root). This is the single source of truth for THIS game's standing decisions. If it doesn't exist, offer to create it from `CLAUDE_template.md` bundled with this skill. Do not ask the owner the same questions it already answers.
2. **Read `learnings.md`** from this skill's folder. Past mistakes and repeat patterns live there.
3. **Classify the current task** using the routing table below, and load the relevant sub-skill's reference file. Do not load all of them - only what the task needs.
4. **If the task is a new feature or screen**, run the Design Review Protocol (below) BEFORE writing any C#. This is non-negotiable. It's the single most valuable thing this skill does.

## Sub-skill routing

Each sub-skill lives as a reference file in this skill's directory. Read only what the current task needs.

| If the task is about… | Load this file |
|-----------------------|----------------|
| A new screen, feature, game mechanic, or "how should this work" question | `game-design-mentor.md` |
| Scene architecture, screen transitions, UI stacks, state machines, Manager singletons, ScriptableObjects | `unity-scene-architecture.md` |
| Testing on device, emulation, Unity Remote, Device Simulator, AltTester, visual QA, build pipeline errors | `unity-testing-pipeline.md` |
| **DEFAULT - ANY Editor automation, scene edit, script execute, screenshot, package install, test run, reflection call, runtime AI** | **`coplaydev-unity-mcp.md`** (PRIMARY bridge) + **`unity-mcp-operator.md`** (IvanMurzak fallback + Tier-0 verify loop) |
| Build + ship to stores (CI/CD, GitHub Actions, fastlane, code signing, TestFlight, Play internal, IAP/ads wiring) | `unity-build-ship.md` |
| Mobile performance, build-size reduction, texture/audio/mesh import settings, object pooling, profiling deep-dive | `unity-performance-mobile.md` |
| C#/.NET language-level code quality (nullable-ref, async/await idioms, immutability, Result/Options patterns) or C# unit/integration testing (xUnit, FluentAssertions, mocking) for gameplay logic, Editor tooling, or companion .NET services | `csharp-dotnet-quality.md` |

If the task spans multiple areas (common), load all the relevant files up front - don't swap between them mid-task.

## The Design Review Protocol (MANDATORY for any new feature or screen)

Before writing ANY code for a new screen, system, or mechanic, the coding agent asks these four questions and waits for answers. No exceptions. This is what separates a game designer from a coder, and it's the discipline the owner is hiring this skill to enforce.

1. **Who is on this screen, and in what mood?** (Player state: first time, mid-session, post-loss, post-win, tutorial, sandbox.) Different moods need different UX.
2. **What is their single next action?** Every screen has one primary action. If you can't name it in five words, the screen is unclear.
3. **Where did they come from and where do they go next?** This defines the screen's place in the state machine. If the answer is "I don't know yet," the screen flow map isn't done - fix that first.
4. **What happens if they do nothing for 10 seconds?** (Idle state, tooltip, auto-advance, nothing.) Games that forget this feel broken.

If the owner can't answer these cleanly, the coding agent's job is NOT to write code - it's to help them work through them. Code written before these answers gets thrown away. Every time.

### Fast lanes - when the full protocol is overkill

The four-question protocol is mandatory for any **new screen, system, or player-facing mechanic**. It is NOT meant to gate trivial work. Two explicit fast lanes exist so the discipline does not become bureaucracy:

- **Small-task lane (skip the protocol).** Bug fixes, balance-value tweaks, copy/text changes, refactors, asset swaps, cosmetic polish, build/CI fixes, and anything that does not introduce a new screen or change the player's flow. Just do it (still: read `AGENTS.md` + `learnings.md`, still verify with the Tier-0 loop). If a "small task" turns out to change the flow, stop and run the protocol.
- **Prototype / game-jam lane (compress the protocol to one line).** When the goal is an explicitly throwaway prototype or a jam build to test if a mechanic is fun, replace the four questions with a single one: **"What is the player doing in the first 10 seconds, and does it feel good?"** Build, feel it via the Tier-0 playmode loop, iterate. Promote to the full protocol only if the prototype graduates into the real game. Mark prototype scenes/scripts clearly (e.g. a `/Prototypes/` folder) so they never silently become production.

## Core rules (always active)

**Game design comes before code.** If the owner's first instinct is to jump into C#, pause and run the Design Review Protocol. The tool's job is to protect them from their coder instincts.

**Every screen belongs to a state machine.** No free-floating screens. If a new screen is added, it must have a defined entry state, exit state(s), and transition triggers. Load `unity-scene-architecture.md` for the patterns.

**Test on the Editor first, Device Simulator second, real device third.** Do NOT require a phone for the first two. If the owner is reaching for their phone to test something basic, something in the pipeline is wrong. Load `unity-testing-pipeline.md`.

**Visual QA is automated, not optional.** Every new screen gets a screenshot test added to the visual regression set. Manual eyeballing doesn't scale and breaks between sessions.

**Standing decisions live in `AGENTS.md`, not in memory.** Anything the owner tells the coding agent about this game's platform, target audience, input model, monetization, art style, or tech stack gets written to `AGENTS.md` immediately - so the next session doesn't re-ask.

**When something breaks twice, the fix becomes a rule.** Write it to `learnings.md`. If the same lesson hits across two different games, promote it into the main body of this SKILL.md.

**Re-plan when playmode contradicts the design answer.** If the Tier-0 loop shows the mechanic does not do what the Design Review Protocol said it would (the combo drop is not felt, the timer keeps ticking through the pause menu), or the owner changes an answer that was already locked in `AGENTS.md` (new failure state, different screen, different input model), the scripts written against the old answer are dead. Re-run the protocol from question 1 and re-plan the state-machine change; do not patch the symptom inside the existing MonoBehaviour. Same rule when a "small task" turns out to move the player flow, and when the MCP bridge drops mid-session: fall back to the edit-only lane, re-plan the verification as a GameCI/EditMode path, and never carry the old plan's playmode claim forward.

**Ambiguity is stated, never silently resolved.** If `AGENTS.md` does not answer the target platform, input model, render pipeline, or a Design Review question, do not infer it from the existing scenes. Name the assumption and its confidence in the reply, write it to `AGENTS.md` as `ASSUMED` (never `DECIDED`) until the owner confirms, and keep the code gated behind it. If playmode evidence and the code disagree, the result is `INCONCLUSIVE` and the Tier-0 loop is re-run with the state printed - a compile-clean read of the code is not a verdict. If two loaded references conflict on the same tool or API (CoplayDev vs IvanMurzak bridge naming, an asset's docs vs the installed package version), the PRIMARY bridge / installed version wins, and the conflict is logged to `learnings.md` the same session.

## Absorption Protocol - first time running on a new laptop / new project

When this skill loads on a machine for the first time OR on a Unity project it hasn't seen before, the coding agent runs the Absorption Protocol BEFORE doing any normal work. The goal is to extract wisdom that already exists in the project and never re-learn it.

1. **Scan the project root** for any of these files (case-insensitive):
   - `README.md`, `NOTES.md`, `TODO.md`, `DESIGN.md`, `GAME_DESIGN.md`, `GDD.md`, `CHANGELOG.md`, `POSTMORTEM.md`
   - Any `.md` file in `/docs/`, `/design/`, `/notes/`
   - Unity's own `ProjectSettings/ProjectVersion.txt` (captures Unity version)
   - `Packages/manifest.json` (captures installed packages)
2. **Read each one**. Extract:
   - Game concept, genre, target audience, platform → write to `AGENTS.md`
   - Tech stack decisions (input system, UI framework, save format, render pipeline) → write to `AGENTS.md`
   - Any mistakes, warnings, "don't do X" notes, postmortem lessons → write to `learnings.md` as seed entries
   - Current screen flow or scene list → write to `AGENTS.md` under "Screen flow map"
3. **Ask the owner to dump their mental backlog** - the scars from past Unity work that aren't written down anywhere. Offer a prompt: "What are the 3-5 Unity mistakes you already made on this project that you never want to repeat?" Capture them to `learnings.md`.
4. **Report back** - summarize what was absorbed and flag any contradictions between what the docs say and what the owner's mental model says. Resolve before proceeding.

This runs exactly ONCE per project. Subsequent sessions just read `AGENTS.md` and `learnings.md` directly. The point of absorbing is so the coding agent stops re-asking the owner things the project already knows.

## Self-Learning Protocol

After every session where a mistake surfaced, a pattern was discovered, or a design call was made that should guide future work:

1. Read `learnings.md`.
2. Append a new entry with this structure:
   - **Project-specific example (dated)** - what happened, concretely.
   - **Rule** - the generalized takeaway that prevents repeat.
3. Categorize under: Design mistakes, Scene architecture mistakes, Testing mistakes, Build/pipeline mistakes, MCP operator mistakes, or Client/scope mistakes.
4. Promotion lifecycle: if a lesson hits 2+ times across different games or sessions, promote it out of `learnings.md` into the main body of this SKILL.md as an enforced rule. Note in learnings.md that it was promoted.
5. Report to the owner so they know the skill evolved.

The example is evidence, the rule is the lesson. Date every entry.

## What this skill will NOT do

- It will not let the coding agent code a new screen without running the Design Review Protocol first.
- It will not let the coding agent guess at the target platform or input model - if `AGENTS.md` doesn't say, ask once, then write the answer to `AGENTS.md` so this never happens again.
- It will not let the coding agent "just make it work" - if the scene flow doesn't fit the state machine, fix the state machine first.
- It will not let the coding agent recommend phone testing for something that could be tested in the Device Simulator.

## Reference files

| File | Purpose |
|------|---------|
| `learnings.md` | Self-updating log of Unity mistakes, design failures, and repeat patterns. Read at the start of every session. (This is the skill's own lessons log; per-project lessons live in the project's `AGENTS.md`.) |
| `game-design-mentor.md` | MDA framework, player loops, screen flow, game feel, design review expansions. Load for any new feature/screen work. |
| `unity-scene-architecture.md` | State machines, UIManager, SceneManager patterns, Manager singletons, ScriptableObjects, screen transitions. |
| `unity-testing-pipeline.md` | Device Simulator, Unity Remote 5, AltTester, visual regression, build errors, iOS/Android/WebGL targets. |
| `coplaydev-unity-mcp.md` | PRIMARY Unity MCP bridge (CoplayDev/unity-mcp): tool groups, Roslyn validation, multi-instance, remote auth, built-in test runner. Load first for Editor automation. |
| `unity-mcp-operator.md` | IvanMurzak/Unity-MCP fallback bridge + the Tier-0 autonomous play/edit-mode verify loop, reflection-method-call on private/DLL methods, and `[McpPluginTool]` custom tools. |
| `unity-build-ship.md` | CI/CD build + store ship: GameCI GitHub Action

Shown under the source repo’s MIT license. Read the full folder on GitHub.