6 skills · 2 categories

Claude Code skills for Unity

Unity skills for C# gameplay code, ECS and DOTS, shaders, pathfinding and frame-time profiling, along with engine-neutral game development skills that apply to Unity projects.

Start with these

  1. 1

    Unity Development

    Unity 6 C# that stays fast and stays organized

    Claude writes Unity 6 gameplay code with clear lifecycle rules: references cached in Awake, events paired in OnEnable and OnDisable, physics in FixedUpdate, and design data in ScriptableObjects. It uses the Input System package and Awaitable, pools spawned objects, keeps Update allocation-free, and proves changes with headless tests and builds.

  2. 2

    C# and .NET

    Nullable-clean, cancellable, typed .NET code

    Claude sets up .NET solutions with Directory.Build.props, central package versions, nullable reference types and warnings as errors, then writes code that threads a CancellationToken through every async call and never blocks on .Result. Endpoints use minimal APIs with typed result unions and route groups, and EF Core reads are projected and untracked.

  3. 3

    ECS Architecture

    Data-oriented design without the cargo cult

    Claude first decides whether ECS fits the data at all, then designs components by which systems read and write them together, names systems as transformations, and makes ordering explicit. It writes Bevy systems with disjoint queries, messages and observers for the right volumes, deferred despawns, and tests systems in isolation against real entity counts.

All 6 Unity skills

Grouped by category. Each card opens the full playbook, example prompts and install commands.

Game Development 5

No. 455

Unity Development

Unity 6 C# that stays fast and stays organized

Claude writes Unity 6 gameplay code with clear lifecycle rules: references cached in Awake, events paired in OnEnable and OnDisable, physics in FixedUpdate, and design data in ScriptableObjects. It uses the Input System package and Awaitable, pools spawned objects, keeps Update allocation-free, and proves changes with headless tests and builds.

unity-development 231 lines
No. 445

ECS Architecture

Data-oriented design without the cargo cult

Claude first decides whether ECS fits the data at all, then designs components by which systems read and write them together, names systems as transformations, and makes ordering explicit. It writes Bevy systems with disjoint queries, messages and observers for the right volumes, deferred despawns, and tests systems in isolation against real entity counts.

ecs-architecture 208 lines
No. 447

Game Performance

Hit the frame budget with captures, not hunches

Claude sets a frame budget for the target device, builds a repeatable benchmark, and classifies the game as CPU, render-thread or GPU bound before touching code. It profiles with the right engine and platform tools, fixes the largest cost first, hunts periodic GC and shader-compile hitches separately, and reports p95 frame time and 1% lows from real captures.

game-performance 170 lines · 2 files
No. 446

Game AI and Pathfinding

Agents that route well, decide clearly, never stall

Claude matches the pathfinding method to the world and agent count, from grid A* and flow fields to engine navmeshes, then smooths and steers paths so movement looks natural. It picks the simplest decision model that fits, adds hysteresis and stuck detection, time-slices path requests, and checks custom A* against Dijkstra with a bundled script.

game-ai-pathfinding 187 lines · 2 files
No. 453

Shader Programming

GPU code with named spaces and no NaN speckles

Claude writes shaders with every vector tagged by its coordinate space, lighting done in linear color, and procedural edges antialiased with derivatives. It extends engine lighting instead of rewriting it, ports between GLSL, HLSL, WGSL and Godot syntax, and debugs by rendering intermediate values as color and hunting NaNs before touching performance.

shader-programming 209 lines · 2 files

Install

Every Unity skill in one command

Installs into ~/.claude/skills/. Add --project after -- to install into the current repository.

curl -fsSL https://claudeskills.page/install.sh | sh -s -- unity-development csharp-dotnet ecs-architecture game-performance game-ai-pathfinding shader-programming

Unity skills FAQ

What is the best Claude Code skill for Unity?

Start with Unity Development: Unity 6 C# that stays fast and stays organized. Then add C# and .NET and ECS Architecture, which cover the next most common Unity requests.

How do I install all 6 Unity skills at once?

Pass every name to the installer in one command: curl -fsSL https://claudeskills.page/install.sh | sh -s -- unity-development csharp-dotnet ecs-architecture game-performance game-ai-pathfinding shader-programming. Add --project to install them into the current repository's .claude/skills/ folder so your team gets them too.

Do these Unity skills work outside Claude Code?

Yes. Each skill uses only the portable Agent Skills frontmatter, so the same folder works on claude.ai, through the Claude API and in the Agent SDK. Skills that run bundled scripts need an environment with code execution.

esc