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davidbirchall/squad-skills-game-development

v0.4.0

Game development engineering skills for Unity and C#: C# conventions, project patterns, architecture, editor workflows, asset management, gameplay and state systems, input, character controllers, cameras, UI, save/load, game AI, physics, procedural generation, performance, profiling, and build and release.

squad-skills-game-development

Game development engineering skills for Unity and C#: C# conventions, project patterns, architecture, editor workflows, asset management, gameplay and state systems, input, character controllers, cameras, UI, save/load, game AI, physics, procedural generation, performance, profiling, and build and release.

Version 0.4.0, 24 skills.

Install

copilot plugin install ./plugins/game-development

Skills

SkillPurposeLoad when
camera-systemsCinemachine, follow/aim, shake, collisionSetting up cameras
character-controller-systemsMovement, grounding, slopes, kinematic vs physicsBuilding a character controller
csharp-conventionsUnity-flavoured C# style, nullability, allocations, asyncWriting or reviewing C# scripts
game-accessibilityAccessibility in games - vision (colour-blind-safe palettes, non-colour cues, text scaling, contrast, high-contrast mode, screen reader and...Designing or reviewing game options, menus, controls, UI, audio, or when auditing a game for accessibility
game-aiBehaviour trees, FSMs, perception, navigationImplementing enemy or NPC AI
game-analyticsGame telemetry in Unity - event schema (session, level, economy, tutorial, error events), typed event classes and naming, batching and offline queue,...Adding telemetry to a game, designing events, analysing player behaviour, or tuning difficulty and economy from data
game-localisationLocalisation engineering for Unity and C# games - string tables and keys with no hardcoded text, Unity Localization package basics, locale-aware...Adding text to a game, preparing for translation, adding a language, or debugging missing glyphs, overflow, or wrong formatting
game-performanceFrame budget, GC, pooling, batching, jobs/BurstOptimising runtime performance
game-profilingProfiler, Memory Profiler, Frame Debugger, device captureFinding performance problems
game-state-managementGame flow, state machines, scene transitionsManaging game and scene state
game-store-releaseStore distribution preparation for Unity (C#) games across PC, console and mobile stores in a platform-neutral way - store requirements checklist...Preparing a game for a store submission, integrating store services, or planning release and post-release operations
gameplay-systemsAbilities, health, inventory, interaction, data-driven rulesImplementing gameplay features
input-systemsInput System actions, rebinding, devices, bufferingWiring player input
multiplayer-netcodeMultiplayer networking engineering for Unity and C# games - deciding whether multiplayer is worth its cost, topologies (authoritative client-server,...Adding or evaluating multiplayer, designing network architecture, syncing gameplay state, or debugging lag, desync, or cheating
physics-systemsLayers, queries, fixed timestep, joints, determinismWorking with physics
procedural-generationSeeded RNG, noise, WFC, validation, reproducibilityGenerating content at runtime
save-load-systemsSerialization, versioning, migration, slots, integrityPersisting game data
ui-systemsuGUI vs UI Toolkit, navigation, binding, scalingBuilding in-game UI
unity-architectureComposition, ScriptableObjects, events, dependency wiringDesigning runtime structure
unity-asset-managementImport settings, Addressables, loading, memoryAdding or loading assets
unity-build-releaseBuild pipeline, profiles, CI, platforms, versioningBuilding and shipping
unity-editor-workflowsCustom inspectors, tooling, validation, editor scriptsBuilding editor tools
unity-project-patternsFolder layout, assemblies, namespaces, scenes, prefabsSetting up or reorganising a project
unity-testingAutomated testing for Unity projects - Unity Test Framework with NUnit, Edit Mode versus Play Mode tests, test assembly definitions, structuring code...Adding tests to a Unity project, making game code testable, setting up CI test runs, or fixing flaky tests

Related plugins

Works well with: creative-technology, game, shared, platform-engineering. Skills may mention skills from other plugins in a short "See also" note; each skill stands on its own if those plugins are not installed.