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OPENAGENTSKILL / DIRECTORY
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Nice-Wolf-Studio
Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lig…
Nice-Wolf-Studio
Unity 3D math correctness patterns. Catches common mistakes with coordinate spaces, Quaternion, Vector3, Plane, Bounds, Transform hierarchies, raycasting projection, and…
Nice-Wolf-Studio
Unity 6 AI and navigation guide. Use when working with NavMesh, pathfinding, NavMeshAgent, NavMeshSurface, NavMeshObstacle, off-mesh links, or Unity Sentis (ML model inf…
Nice-Wolf-Studio
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root mo…
Nice-Wolf-Studio
Unity async and coroutine correctness patterns. Catches common mistakes with Awaitable double-await, missing cancellation tokens, thread context after BackgroundThreadAs…
Nice-Wolf-Studio
Unity 6 audio system guide. Use when working with sound effects, music, AudioSource, AudioClip, AudioListener, Audio Mixer, spatial audio, or audio optimization. Covers…
Nice-Wolf-Studio
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers…
Nice-Wolf-Studio
Unity data-driven design architecture. ScriptableObject config hierarchies, JSON data pipelines, designer handoff workflows, data versioning and migration, Inspector att…
Nice-Wolf-Studio
Unity 6 ECS/DOTS development guide. Use when working with Entity Component System, data-oriented design, Jobs system, or Burst Compiler. Covers Entities, IComponentData,…
Nice-Wolf-Studio
Unity 6 editor scripting and custom tools guide. Use when creating custom inspectors, EditorWindows, PropertyDrawers, Gizmos, Handles, menu items, or editor extensions.…
Nice-Wolf-Studio
Unity 6 core concepts and architecture guide. Use when working with GameObjects, Components, Transforms, Scenes, Prefabs, ScriptableObjects, or Unity project structure.…
Nice-Wolf-Studio
Unity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition,…
Nice-Wolf-Studio
Unity game loop and progression design-to-code translation. Core loop scaffolding, session lifecycle, win/lose condition architecture, meta loop hooks, tunable difficult…
Nice-Wolf-Studio
Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing,…