unity-gameplay-systems
Installation
SKILL.md
Unity Gameplay Systems
Purpose
Stand up and evolve a verified playable loop for a casual iOS game: a controllable thing on screen, responsive touch input, deterministic update order, mobile-safe hot paths, and behavior proven in Play Mode — not a folder of design docs.
Use When
Starting a new casual game, repairing a weak prototype, adding mechanics/entities, designing C# architecture, wiring touch input, assembling scenes/prefabs, tuning camera/controls/difficulty, or adding juice.
Core Doctrine (shared with the unity-* set)
- Ship a verified playable slice early. Get a controllable object on screen that runs in Play Mode in the first session, then iterate. Never deliver only design docs.
- Keep gates lean for a solo dev. Ask at genuine branch points (concept, art direction, scope, billable actions); otherwise proceed with sensible defaults and batch decisions.
- Edit Unity through MCP, never raw YAML. Scenes/prefabs/components/assets go through
unity-mcp-bridge(manage_scene,manage_gameobject,manage_components,manage_prefabs,create_script) or generated Editor scripts. C# is plain text and safe toEdit, but is not done until it compiles clean — confirm withread_console(types=["error"]). - Verify APIs on Unity 6. The model's built-in Unity knowledge is ~2022.3. On Unity 6 (6000.x) the Input System and UI Toolkit differ. Call
unity_reflect/unity_docsbefore writing C# you are unsure of. Trust order: reflection > project assets > docs > memory.