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Skill · Version 1.0.0

Unity-Projektentwicklung

Implementiert Unity-Funktionen passend zu installiertem Editor, Paketen und Szenenstruktur. Verknüpft Code und Assets mit Laufzeitprüfungen; Unity-APIs müssen für andere Engines angepasst werden.

unity-6-development

Agenten mit diesem Skill

Entdecke, wie der Skill hilft

Wann ist der Skill hilfreich?

Nutze ihn zu Beginn einer Unity-Aufgabe mit noch offenen Rendering-, Eingabe-, Werkzeug- oder Plattformannahmen.

Wobei hilft er dir?

  • Prüft Editor-, Paket-, Rendering- und Eingabeversionen vor Umsetzung.
  • Passt Skripte, Szenen und Ressourcen an Projektkonventionen an.
  • Prüft Verhalten mit passenden Editor-Tests und Ziel-Builds.

Das könntest du fragen

Ergänze einen interaktiven Kontrollpunkt in einer Unity-6-Szene. Prüfe Eingabe- und Rendering-Pakete, erhalte gespeicherte Referenzen und teste Aktivierung sowie Respawn. Kontrolliere neben dem Editor einen Zielplattform-Build und benenne Plattformen, die für die Prüfung nicht verfügbar waren.

Ausführliche Dokumentation

Hier findest du die ursprüngliche Anleitung, Beispiele und Prüfschritte des Skills in ihrer Originalsprache.

Details…Weniger anzeigen

Unity 6 Development

Build and maintain Unity projects using the APIs and packages supported by the project's actual Editor version.

Sources and version checks

  • Start with ProjectSettings/ProjectVersion.txt, Packages/manifest.json, relevant package lock entries, assembly definitions and existing project conventions. A Unity 6 project can use different 6000.x releases and package versions; verify before using version-sensitive APIs.
  • Use Unity's Manual for concepts and workflows and the Scripting API for API contracts. Select the documentation version that matches the project when possible. The current Unity 6 documentation is available from Unity Docs.
  • Unity's official Unity-Technologies/skills repository contains reusable skills maintained for Unity workflows. Inspect the relevant skill, license and required tools before proposing it; don't assume it is installed or execute its setup instructions automatically.
  • Unity 6's official AI tools can include Unity CLI and Editor MCP integration, but availability depends on the local installation and setup. Check what exists before relying on it.

Project discovery

  1. Identify the Unity Editor version, render pipeline, input system, UI approach, target platforms, installed packages, assemblies, scenes and test setup.
  2. Follow project-specific AGENTS.md and other repository instructions. Inspect neighboring scripts, prefabs, scenes and assets before changing established patterns.
  3. Separate runtime code (UnityEngine) from Editor-only code (UnityEditor). Use an Editor folder or Editor-only assembly definitions where appropriate.
  4. Match the requested feature to existing architecture and the smallest complete set of assets, scripts and tests.

Implementation guidance

  • Respect Unity serialization: preserve serialized field names and asset references; use deliberate migrations for serialized data changes. Do not hand-edit scene, prefab or .asset YAML unless the format, GUID references and expected result are understood.
  • Use the project's established input system, render pipeline, UI framework, and package versions. Do not mix old and new APIs by assumption.
  • Keep object/component ownership and lifecycle explicit. Consider initialization order, enable/disable, scene changes, domain reload settings, pooling, async work and object destruction where relevant.
  • Keep allocations and per-frame work appropriate to the target. Avoid premature optimization; profile a representative Editor or player build and report the measured bottleneck.
  • Treat build settings, signing, platform SDKs, licenses, packages and store submission as consequential project state. Describe required external setup; do not install, accept, sign or publish without authorization.

Tooling and verification

  • If Unity CLI, Unity Editor MCP or an open Editor is available, inspect its documented commands and current project state before acting. Prefer Editor-aware operations for scenes, prefabs and other serialized assets.
  • Run the checks relevant to the change: C# compilation, Unity EditMode/PlayMode tests, an Editor or player build, and target-platform checks when available.
  • If Unity is unavailable, use static inspection and available repository tests, then clearly state that Unity compilation, Editor behavior or a platform build was not verified.
  • Report the exact Unity version and commands or checks used. Never claim that the Editor, test suite or build succeeded without output confirming it.

Feature checklists

  • Gameplay: input actions, update loop choice, physics timing, collision layers, scene transitions, pause/time scale and object lifetime.
  • Rendering: Built-in/URP/HDRP compatibility, shader/material variants, color space, quality settings and target GPU constraints.
  • UI: existing UI Toolkit or uGUI conventions, resolution scaling, navigation/input, localization and safe areas.
  • Builds: target architecture, scripting backend, stripping, package/platform support, required credentials and reproducible build settings.

Completion report

Summarize the user-visible behavior, changed assets/scripts, verification performed, and any Unity version or platform limitations still open.

Enthaltene Dateien 1

  • SKILL.md