unity

Installation
SKILL.md

Unity adapter

Inspect the project's Unity version, Time settings, physics backend and existing update ownership before binding gameplay clocks.

Timing

Update is frame-driven. FixedUpdate follows the configured fixed timestep and Time.fixedDeltaTime; a rendered frame may observe zero, one or multiple fixed updates. Do not equate either callback with a universal 60 Hz game clock.

If the project already owns a deterministic gameplay accumulator, preserve it. Physics-facing work may run in FixedUpdate; presentation/interpolation may run in Update/LateUpdate. Keep the discipline's logical phase order explicit across those boundaries.

Per-actor hitstop pauses the selected actor/action clock, Animator or authored simulation state. Do not use global Time.timeScale as a substitute for per-actor combat freeze; a separately designed global pause may still own it.

Bindings

  • input: existing Input System/legacy input adapter into semantic actions;
  • pose: Animator/manual pose under actor-local time ownership;
  • hits: layer-filtered authored gameplay volumes on the logical step;
  • knockback: project movement/physics solver, not render transform teleport;
  • camera: project Cinemachine/cast solution implementing camera-anti-clip rules.
Installs
5
GitHub Stars
13
First Seen
Oct 13, 2026